New game
Download
Get Academic Plan
Share game
Integrate it into your platform

You can integrate the game into an LMS compatible with LTI 1.1 or LTI 1.3 such as Canvas, Moodle, or Blackboard. This way, the scores will be automatically saved into the platform’s gradebook.
Download
You have exceeded the maximum number of games you can integrate into Google Classroom with your current Plan.

To integrate as many games as you want in Google Classroom, you need an Academic Plan or a Commercial Plan.

You have exceeded the maximum number of games you can integrate into Microsoft Teams with your current Plan.

To integrate as many games as you want in Microsoft Teams, you need an Academic Plan or a Commercial Plan.

Downloading games is an exclusive feature for users with an Academic Plan or a Commercial Plan.

Get your Academic Plan or your Commercial Plan now and start integrating your games into your LMS, website or blog.

If you wish, you can download a demo game here and test its integration:

Desafío: Problemas Matemáticos y Modelos

Yes or No

(1)
Played 1

About this activity

Modelos y resolución de problemas

Created by

Argentina

Download the paper version to play

Make your own free game from our game creator
Compete against your friends to see who gets the best score in this game

Top Games

%
Anonymous
Anonymous
%
%
%
You have exceeded the maximum number of games you can print with your current Plan.

To print as many games as you want, you need an Academic Plan or a Commercial Plan.

Print your game
Desafío: Problemas Matemáticos y Modelos
 

Desafío: Problemas Matemáticos y ModelosOnline version

Modelos y resolución de problemas

by Sofii Vilca
1

La resolución de problemas no ayuda a desarrollar razonamiento lógico.

2

Un problema matemático debe ubicarse entre lo conocido y lo nuevo para desafiar al estudiante.

3

Un buen problema debe ser comprensible, significativo y permitir distintas formas de resolución.

4

George Pólya propone un método heurístico organizado en cuatro etapas: comprender, planear, ejecutar y evaluar.

5

Resolver problemas favorece un aprendizaje activo y significativo.

6

En la segunda etapa de Pólya se ejecuta el plan diseñado.

7

El modelo incitativo de Charnay no busca despertar el interés del estudiante.

8

El docente en la didáctica de la matemática se convierte en mediador y guía al usar problemas significativos.

9

El modelo aproximativo elimina el error del proceso de aprendizaje.

10

Todos los problemas matemáticos son abiertos y admiten múltiples respuestas.

Are you sure you want to leave the page?

If you leave the page, you will lose your game progress.