@conference {Kor-GUCCME-2005, title = {Guidelines for Using Computers Creatively in Mathematics Education}, booktitle = {Proceedings of the 1st KAIST Symposium on Enhancing University Mathematics Teaching}, year = {2005}, publisher = {KAIST}, organization = {KAIST}, address = {Daejon}, abstract = {

Computers are the ultimate tool for teaching: They provide microworlds that can be explored; they can be forgiving and strict; they take account of everything that{\textquoteright}s happening; they can create maps of what the learner knows or still has to learn; they are fun to use; they provide interactive illustrations that enlighten those who use them {\textendash} or at least, that{\textquoteright}s what they could be or do. There are significant drawbacks: many people do not know what they could do with them; if they know it, they probably do not know how to make them do it; and, finally, it is not validated whether it is of any didactic value to use them in the way they are used. In this text, we present some basic guidelines that can help in designing and evaluating electronic material. Starting from an example, we identify some roles the computer can take and discuss their implications for the development of mathematics tools.

}, keywords = {invited}, url = {http://kortenkamps.net/papers/2005/KAIST.pdf}, author = {Kortenkamp, Ulrich}, editor = {Arganbright, Deane} }