Didaktické Využití Stavebnice LEGO Mindstorms Ve Výuce Matematiky Se Zaměřením Na Fraktály

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Didaktické Využití Stavebnice LEGO Mindstorms Ve Výuce Matematiky Se Zaměřením Na Fraktály Univerzita Karlova v Praze Pedagogická fakulta Katedra matematiky a didaktiky matematiky Didaktické využití stavebnice LEGO Mindstorms ve výuce matematiky se zaměřením na fraktály Autor: Bc. Jan Čadek Vedoucí práce: doc. RNDr. Antonín Jančařík, Ph.D. Praha 2016 PROHLÁŠENÍ: Prohlašuji, že jsem diplomovou práci na téma Didaktické využití stavebnice LEGO Mindstorms ve výuce matematiky se zaměřením na fraktály vypracoval pod vedením doc. RNDr. Antonína Jančaříka, Ph.D. samostatně na základě vlastních zjištění a za použití pramenů uvedených v seznamu. Praha, 13. července 2016 …………………………………… Bc. Jan Čadek PODĚKOVÁNÍ: Rád bych touto cestou poděkoval doc. RNDr. Antonínu Jančaříkovi, Ph.D. za jeho cenné rady a trpělivost při vedení mé práce. Rovněž bych chtěl poděkovat Mgr. Danielu Tocháčkovi za zprostředkování zápůjčky robotické stavebnice LEGO Mindstorms NXT z KITTV PedF UK. Velký dík patří ještě mé rodině, Milanovi, Kátě, Šárce, Evině, Ryanovi a Davidovi. NÁZEV: Didaktické využití stavebnice LEGO Mindstorms ve výuce matematiky se zaměřením na fraktály ABSTRAKT: Cílem této diplomové práce je zjistit, zda má výuka fraktální geometrie podpořená počítačem a robotickou stavebnicí LEGO Mindstorms NXT své místo ve vzdělávání žáků základních a středních škol v České republice. Teoretická část práce se věnuje klíčovým tématům a osobnostem, které s touto problematikou úzce souvisí, obsahuje též stručný historický přehled vývoje fraktální geometrie a její možnosti využití ve výuce matematiky (s odkazem na turecké kurikulární dokumenty), a popis stavebnice LEGO Mindstorms NXT, který může dobře posloužit i jako manuál pro učitele či žáky. Praktická část obsahuje kromě návodu na stavbu robotické želvy také návrh výukového bloku, jehož cílem je u žáků podpořit algoritmické a geometrické myšlení, včetně klíčových kompetencí. Součástí experimentu je kromě kvantitativní komparace výsledků testu převzatého z turecké studie také zhodnocení projektu jak autorem, tak samotnými žáky. KLÍČOVÁ SLOVA: LEGO Mindstorms NXT, fraktál, programování, Logo, learning by doing, želva, Papert, L-systém, mikrosvěty TITLE: LEGO Mindstorms: Didactic utilization in mathematics with a focus on fractals ABSTRACT: The objective of this thesis is to determine whether the teaching of fractal geometry supported by computer and robotic LEGO Mindstorms NXT has its place in the education of primary and secondary schools pupils in the Czech Republic. The theoretical part focuses on key topics and personalities closely connected to fractal geometry problematics. It provides a brief historical overview of the fractal geometry development, its potential use in teaching mathematics (with reference to Turkish curriculum documents), and a description of LEGO Mindstorms NXT which can well serve as a manual for teachers and pupils. The practical part contains instructions for building a robotic turtle as well as a proposal of teaching block aimed to support pupils' algorithmic and geometric thinking including key competencies. Quantitative comparison of the results taken from Turkish studies and evaluation of the project by the author and pupils are a part of the experiment as well. KEYWORDS: LEGO Mindstorms NXT, fractal, programming, Logo, learning by doing, turtle, Papert, L-system, microworlds OBSAH 1 ÚVOD ....................................................................................................................... 7 2 TEORETICKÁ VÝCHODISKA PRÁCE ....................................................................... 8 2.1 Seymour Papert, konstrukcionismus a mikrosvěty ......................................... 8 2.2 Vlastnosti jazyka Logo a jeho implementace .................................................. 14 2.3 Fraktály ................................................................................................................. 17 2.3.1 Definice fraktálu .............................................................................................................. 17 2.3.2 Historie ............................................................................................................................. 19 2.3.3 Generování fraktálů ........................................................................................................ 28 2.3.4 Fraktály kolem nás .......................................................................................................... 32 2.3.5 Fraktály a jejich role v RVP ZV a RVP G. Využití ve výuce ...................................... 36 2.4 Popis robotické stavebnice LEGO Mindstorms NXT ..................................... 48 2.4.1 Stručná historie ................................................................................................................ 48 2.4.2 Hardwarové vybavení .................................................................................................... 50 2.4.3 Softwarové vybavení ...................................................................................................... 55 3 PRAKTICKÁ ČÁST ................................................................................................. 65 3.1 Stavba robota ....................................................................................................... 65 3.1.1 Fyzická konstrukce ......................................................................................................... 65 3.1.2 Programová výbava ........................................................................................................ 67 3.2 Návrh výukového bloku .................................................................................... 70 3.2.1 Přípravná část .................................................................................................................. 71 3.2.2 Hlavní část ....................................................................................................................... 74 3.2.3 Závěrečná část ................................................................................................................. 76 3.3 Realizace a vyhodnocení experimentu ............................................................. 78 4 ZÁVĚR .................................................................................................................... 97 5 SEZNAM POUŽITÝCH INFORMAČNÍCH ZDROJŮ ................................................. 99 6 SEZNAM OBRÁZKŮ ............................................................................................. 109 7 PŘÍLOHY .............................................................................................................. 111 1 ÚVOD Současné trendy moderní pedagogiky kladou velký důraz na začleňování konstruktivisticky zaměřených aktivizujících výukových metod do vyučovacího procesu, a snaží se kromě klíčových kompetencí žáků rozvíjet též mezipředmětové vztahy. Díky rychlému rozvoji digitálních technologií a jejich snadné dostupnosti lze výuku ve školách nejen zatraktivnit, ale i přiblížit více žákům, kteří jsou technologiemi obklopeni už od narození. Za středobod, ve kterém se protínají jak počítače a technologie obecně, tak např. matematika, fyzika, astronomie, biologie, geologie, hydrologie, meteorologie, zeměpis, nebo také lingvistika, architektura, výtvarné umění, hudba či vývoj cen na burze, lze považovat fraktální geometrii. Tato velmi mladá matematická disciplína, která se vyvíjí posledních 40 let, prostupuje skrze celý svět. Její duchovní otec, Benoît Mandelbrot, dokázal propojit na první pohled někdy až nesouvisející vědní obory. Otázkou však je, proč takový nástroj, který dokáže relativně jednoduchou formou popisovat tak komplexní přírodní i umělé konstrukty, není součástí dnešního vzdělávání žáků. Tato diplomová práce si tedy klade za cíl zjistit, zda je téma fraktální geometrie ve zjednodušené podobně přijatelně pochopitelné a dostatečně zajímavé pro žáky českých základních a středních škol. K jejímu přiblížení jsou využity právě technologie a robotická stavebnice LEGO Mindstorms. Práce je rozdělena na dvě hlavní části. V kapitole Teoretická východiska jsou shrnuta klíčová témata a osobnosti, které s touto problematikou úzce souvisí, obsahuje též stručný přehled vývoje fraktální geometrie, její možnosti využití ve výuce matematiky, a popis stavebnice LEGO Mindstorms NXT, který může sloužit i jako manuál pro učitele či žáky. Praktická část obsahuje návod na stavbu želvy programovatelné jazykem Logo, a softwarové vybavení včetně appletu, který je následně využit v navrženém výukovém bloku. Součástí experimentu je kvantitativní porovnání výsledků testu převzatého z turecké studie, neboť v Turecku jsou fraktály zahrnuty v národních kurikulárních dokumentech pro druhý a třetí stupeň vzdělávání. 7 2 TEORETICKÁ VÝCHODISKA PRÁCE 2.1 Seymour Papert, konstrukcionismus a mikrosvěty Významný americký matematik, informatik a pedagog Seymour Papert, který se narodil roku 1928 v Pretorii v Jihoafrické republice, hraje dodnes klíčovou roli v konstruktivistickém pojetí moderní pedagogiky využívající digitální technologie. Poté, co vystudoval matematiku na univerzitě v Cambridge, se na pár let přesunul na pozvání samotného švýcarského odborníka na dětskou psychologii Jeana Piageta (1896 – 1980) do Ženevy, kde s ním úzce spolupracoval. To ho ovlivnilo natolik, že svůj život zasvětil právě využití matematiky a informačních technologiích ve výuce dětí. V roce 1963 se přesunul do USA a připojil se k týmu v čele s Marvinem Minskym (1927 – 2016), který vedl na MIT (Massachusetts Institute of Technology – soukromá univerzita v USA) budoucí laboratoř umělé inteligence.
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