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Guy Brousseau, 1997, Kluwer Academic Publishers

THEORY OF DIDACTICAL
SITUATIONS IN MATHEMATICS
Introduction
Setting the scene with an example: the
race to 20
Brousseau G. (1978) Etude locale des processus d‟acquisition en
situations scolaires. Etudes sur l’enseignement élémentaire, Cahier
18, 7-21. Bordeaux: IREM de Bordeaux (TSD pp.3-18)
Setting the scene, the race to 20

 A paradigmatic situation to illustrate the
   general classification of didactical
   situations.
     The characters: the students, the teacher and
      the milieu
     The scene setting: the race to 20
        Two players, rule: add 1 or 2 to what the number
         the previous player said, winner the one who
         reaches 20 first. Starting number: 1 or 2

Hidden agenda: discovery and proof of the winning series
2, 5, 8, 11, 14, 17 and the implicit theorem you master the game if you
keep on 2 [3]
Setting the scence, the race to 20

 1. explanation of the
  rules
 2. one against one         To get familiar with the
                              rule, discovery of « 17 is
                              winning » is contingent
 3. group against           Groups compete publically via a
                              spokesperson, agreeing on a
  group                       strategy is the best approach.
                              Advantage of saying 17 appears
 4. game of discovery       Children formulate
                              propositions, collective
                              verification, acceptation
                              (+1), rejection (+3). Saying 17 or
                              14 appears as theorms
Race to 20, lessons learned
 Strategies are used implicitly before being           Sixty (60)
    formulated so as to respond to the needs on an      experiments, eac
    ongoing action (SO)                                 h phase object of
   Formulation takes place after conviction and        a clinical
    before proof in order to respond to the needs of    study, study over
    communicating an action (SO)                        a period of 3
                                                        years, math, psy,
   Established theorems are not immediately             ing.
    “stored” as such (SO)
    Losing stimulate commitment to explain or
    search for conditions for success (CO)              Lessons come
                                                        from a clinical
   Proofs get its value when it has been tested as a   observation
    means of convincing or obligation of being          (CO), statistical
    convinced (AS)                                      observation
   Explanations must be necessary either               (SO), axiom (AS)
    technically or sociologically (TS)                  or theorem (TS)
                                                        of the TSD
Race to 20, structure of phase 1
      teacher                                                                             “The aim of
                                                         action                 teacher
                                                                                          this sequence is
                        rule of
                        the game
                                                                                          still the
Message
                                                                  information
                                                                                          communication
                                            situation
                                                                                          of an
                                                                                          instruction but
          student                  (1)                            information
                                                                                          it has slipped
 The structure of the                                                                     into an action
                                                         action
 communication between the           (2)                                        student   phase” (p.7)
 teacher and
 students, eliciting the place       (3)                                                     teacher
 of the situation
                                                             rules
 (1) Instruction, stating the
     rules                                 content of
                                           the message
                                                                                                  communication
                                                                                                  with the child
 (2) Semantic of the rules by
                                                          situation
     the first gaming
 (3) Semantic of the rules by
                                                                                             student
     commenting on them
Race to 20, structure of phase 1

The teacher transforms the “rule of                                            teacher          sender
                                                           rules of
the game” into a message appropriate    linguistic
                                        code               the game
to what the learner can afford – here                                                           sound
                                                 coding
it is oral communication.                                                      message          chanel

The oral message is a source of                            noise
                                                                          message as a source
information for the learner                                               of information for
                                                                          the student
The meaning given by the child does
not necessarily coincide with the
                                              linguistic
meaning the teacher intend to convey          code

The role of playing the game at the                                             student         receiver
                                                                   learning
same time as providing the message
                                                     decoding
is to leverage the convergence of                                             message as
meaning.                                                                      meaning
Race to 20, structure of phase 1

 “We call an influence of the                                                       teacher          sender
                                             linguistic         rules of
 situation on the pupil “feedback”.          code               the game
 The child receives this influence                    coding                        message
                                                                                                     sound
                                                                                                     chanel
 as a positive or negative sanction
 relative to her action, which                                  noise
                                                                               message as a source
 allows her to adjust this action, to                                          of information for
                                                                               the student
 accept or reject a hypothesis, to
 choose the best solution from                     linguistic
 among several (the one which                      code

 improves the satisfaction                                              learning
                                                                                     student         receiver

 obtained during the action).”                            decoding
 (p.7)                                                                             message as
                                                                                   meaning


“This feedback must be closely associated with the learning which the teacher is
trying to make happen” (p.8)
Race to 20, structure of phase 2
                        feedback                               From a cK¢
                                                               perspective a
                                                               conception is an
                          action                               invariant property
    situation                                 student          of this schema for a
                        information                            family of problems

The phase 2 of the sequence realizes a “situation of action” where the learner
forms her strategies and construct a model of the situation by experimenting
an noticing successes and failures. These strategies and model are mostly
implicit.

“Within a situation of action, everything that acts on the student or that she
acts on is called the “milieu”. It can be that it includes the teacher or another
student. This is a general pattern. Nearly all teaching situation are particular
cases of it.” (p.9) “The succession of interactions between the student and the
milieu constitutes what we call a “dialectic of action” ” (ibid.)
Race to 20, structure of phase 3
                                                                     feedback
The student must
communicate about the
strategy to use for the student                 situation                       student at her desk
at the chalkboard, the
construction of a common
language is needed.                feedback                 action

During this situation there are
two types of feedback:                         student at
  - immediate (discussion)                     chalkboard
  - delayed (round played)

                                       Related process: dialectic of formulation
This second phase is called a
situation of formulation: it           Establishing a language /code that
has the existence of a                 everyone could understand, which could
common language specific to            take into account the objects and
the situation as a constraint of       relevant relationships of the situation so
viability (in cK¢ terms).              as to permitting useful reasoning and
                                       actions.
Race to 20, structure of phase 4
                                                            R1
At stake is “the passage
from natural thought to               [a]                                                   proposing
the use of logical                          rounds played                                student
thought” needed to
establish the scientific                    [b]
validity of a statement                      statements on                                          theory
or a result.                     R1          formulated strategies




                                                                         es
                                                                       ag
This needs the




                                                                        ss
                                                                     me
construction, rejection
or use of different
methods of proof:                                                             R2
rhetorical, pragmatic, se                           student
mantic or syntactic.             theory            opposing
                                                                                   R'2



 “If one wishes to avoid having sophistries, rhetoric and authority take the place
 of consistency, logic and the efficacy of proof, one must not let the discussion
 lose touch with the situation which reflects the students‟ discourse and gives it
 meaning. Motivation must make this double confrontation (R1 and R2)
 necessary.” (p.16)
Race to 20, structure of phase 4
                                                           R1
The situation of
validation “motivates                [a]                                                   proposing
the students to discuss a                  rounds played                                student
situation and favour the
formulation of their                       [b]
implicit validation”.                       statements on                                          theory
“[It] must lead them to         R1          formulated strategies




                                                                        es
evolve, to revise their




                                                                      ag
                                                                       ss
opinions, to replace




                                                                    me
their false theory with a
true one.This evolution                                                      R2
as a dialectic character                           student
as well.” (p.17)                 theory           opposing
                                                                                  R'2




    Dialectic of validation << Dialectic of formulation << Dialectic of action
                                                                                  Their outcome is
                                                                                  compulsory but not
    The situation of validation permits the                                       the corresponding
                                                                                  situations
    organization of proofs
Chapter 1
Foundations and methods of didactique

Brousseau G. (1986) Fondations et méthodes des la didactique des
mathématiques. Recherches en didactique des mathématiques 7 (2)
33-115 (TSD pp.21-75)
Object of study of didactique
Caveat: “didactic” in English has a negative connotation. Its meanings are : 1.
Intended to instruct. 2. Morally instructive. 3. Inclined to teach or moralize
excessively. Although the first meaning is close to the French, the third sense
dominated in the 80s at point which suggested to spell the word in the French way
so as to minimize the effect.
Didactique is the science of the specific conditions of the
dissemination of a given knowledge domain. It deals with
the project of an institution, here called the “teaching
agent” aiming at modifying the knowledge of an other
one, here called the “learning agent” whereas the latter is
not able to do it on its own or does not feel the need for it.
A didactical project is the social project to make a subject
appropriating an established knowledge. Teaching
includes all the actions needed to achieve this didactical
project.
                  Adapted from Brousseau, Glossaire de didactique, 25/02/2003)
Didactical postulates

 The knowledge at stake in a didactical project
  cannot be taught as it appears in the institutions
  of reference (academic, professional, cultural) :
   (P1) Meaning is not given by a text/discourse, but
    emerges from the activity which is required by this
    knowledge
   Institutionalized knowledge is
    depersonalized, decontextualized and detemporalized.
 (P2) A specification of the knowledge stake of a
  didactical project requires a process of
  transposition in order to fulfill the
  teaching/training and learning constraints (p.21)
Didactical postulates
 “A faithful reproduction of       “The teacher must imagine
  the scientific activity by the     and present students
  student would require that         situations within which
  she                                they can live and within
  reproduces, formulates, pro        which the knowledge will
  ves, and constructs                appear as the optimal and
  models, languages, concept         discoverable solution of the
  s and theories ; that she          problem posed” (p.22)
  exchanges them with other         The teacher‟s work is to
  people ; that she recognizes       some extent the opposite of
  those which conform to the         the knowledge producer
  culture ; that she borrows           Recontextualization
  those which are useful to
                                       Repersonalization
  her; and so on” (p.22)
(P3) “Each item of knowledge must originate from the
adaptation to a specific situation” (p.23)
Didactical phenomena
The didactical phenomena witness the complexity of didactical
processes, there elicitation frames the objectives of research in
didactique.
1.  Topaze effect (p.25) obtaining a behavior at the cost of the
    meaning of the knowledge at stake
2. Jourdain effect (p.25) acknowledgement of a piece of knowledge
    based on a surface characteristics of behaviors
3. Metacognitive shift (p.26) the teaching method or means
    becomes the object of teaching
4. Improper use of analogy (p.27) pointing similarities to facilitate
    which are not relevant in themselves
5. Ageing of teaching situations (p.27) feeling of the need to change
    lessons organizations, discourse, behaviours -- teacher does
    repeat a text (see also the Actor paradox)
6. Dienes effect (p.35) freeing the teacher from his or her
    responsibility towards learning
The core didactical structure

“Between the moment the student accepts the problem as if it were
her own and the moment when she produces her answer, the
teacher refrains from interfering and suggesting the knowledge
that she wants to see appear” (p.30)



                   adidactical situation


                 actual teaching situation
    devolution                               institutionalization

                    didactical situation
The core didactical structure

        “Each item of knowledge can be characterized by a (or some)
        adidactical situation(s) which preserve(s) meaning ; we shall call
        this a fundamental situation” (p.30)

             fundamental situation                 Knowledge analysis
               restriction
              deformation
                                adidactical situation


                               actual teaching situation
              devolution                                         institutionalization

                                  didactical situation

“[The teacher] is involved in a game with the system of interaction of the student with the
problem she gives her […] This game, or broader situation, is the didactical situation” (p.31)
The didactical contract
“The teacher must therefore arrange not the communication of knowledge, but the
devolution of a good problem” (p.31)

“The didactical contract is the rule of the game and the strategy of the
didactical situation” (p.31)

“[There is a] system of obligations which resembles a contract” (p.31)
but “[which] is not exactly a contract
                it cannot be made completely explicit
 […] The teacher must however accept responsibility
 […] similarly, the student must accept responsibility
                clauses concerning the breaking and the stake of the
               contract cannot be written in advance” (p.32)

“Knowledge will be exactly the thing that will solve the crisis caused
by such breakdowns […] it cannot be defined in advance” (p.32)
“Game” the key modeling tool
     “Modeling a teaching situation consists of producing a
      game specific to the target knowledge among different
      subsystems: the educational system, the student
      system, the milieu, etc.” (p.47)
“To consider the teacher as a player faced with a system, itself built up from a pair of
systems: the student and, let us say for the moment, a „milieu‟ that lacks any didactical
intentions with regards to the student” (p.40)

      “In the student‟s game with the milieu,
                knowledge is the means of understanding the
                ground rules and strategies and, later,
                the means of elaborating winning strategies and
                obtaining the results being sought” (p.40)

The game must allow a representation of all situations […] so
long as they manage to make the students learn one form of the
target knowledge” (p.48)
“Game” the key modeling tool
G1: situations in which “decisions and actions […]
  are determined only by pleasure [either derived]
  from accomplishing them, [or derived] from
  their effect”
G2: “organization of this activity within a system of
  rules defining a success and a failure, a gain or a
  loss”
G3: “whatever is used for playing, the instruments
  of the game”
G4: “the way in which one plays”
G5: “the set of possible positions from among
  which the player can choose in a given state of
  the [G2-game]”
                                            (pp.48-49)
The game of adaptation: issues
 “Is knowing this property the only way of shifting from a
given strategy to another one?

 “why should the student look for a way of replacing this
strategy with that one?

 “what cognitive motivation leads to the production of
such-and-such a formulation of a property or to such-and-
such a mathematical proof?

 “Is the given reason for producing this knowledge
better, more correct, more accessible or more effective
than any other reason?”
                                                   (pp. 47-48)
“Game” the key modeling tool
Game1: situations                        Stake, function of reference

  determined by /                               information
  associated to                                predicted state               milieu
                            player
  pleasure                                    action, decision
                                                                              game
                                                                        (meaning 3 and 5)
Game2: organization                          game (meaning 4)

  of the activity
  within a system of
  rules                player's rules;                                         constraints of
Game3: instruments     strategies,
                       knowledge
                                                     game
                                                  (meaning 2)
                                                                               the milieu
  of the game
Game4: the way in
  which one plays                                formal rules

Game5: the set of                                   game
  possible positions                             (meaning 1)
Paradox raised by the TSD
1.        Paradox of the devolution of situations (p.41) result from
          the tensions between the necessary student autonomy and
          the teacher responsibility to teach which is known from
          both. The teacher must refrain from teaching even if the
          student asks for it.
2.        Paradox of the adaptation of situation (p.42) the
          knowledge appropriated by adaptation may be…
     1.     Maladjusted to correctness
     2.     Maladjusted to a later adaptation
3.        Paradox of learning by adaptation (p.44-45)
     1.     Negation of knowledge: knowledge deems to be trivial
     2.     Destruction of the cause of knowledge: lost of motivation
4.        Paradox of the actor (p.46) “[the knowledge] whose text
          already exists is no longer a direct production of the
          teacher, it is a cultural object, quoted and re-quoted”
“Game” the key modeling tool
                                                                         Stake, function of reference

                                                                                information
                                                                                                             milieu
(A) formalisation of the game                               player
                                                                               predicted state
                                                                                                              game
                                                                              action, decision          (meaning 3 and 5)
1.   X set of distinct “positions”, J set of players                         game (meaning 4)



2. rules of the game [Γ : X → P(X)]
                                                       player's rules;                                         constraints of
3. initial state I and final states F                  strategies,
                                                       knowledge
                                                                                     game
                                                                                  (meaning 2)
                                                                                                               the milieu


4. turn taking [θ : JxX→ J]
                                                                                 formal rules
5. gain, stake, preference [F      A X f: A → R]                                    game
                                                                                 (meaning 1)




Round : a finite sequence of states (from I to F).
Strategy : any mapping X→X that determines choices from permissible states
Tactic : strategy defined on a subset A of X
Player 's state of knowing : mapping of X →Γ(X) such that [ x C(x) Γ(X)]
Determining knowledge reduces the player‟s choice to a single state
Acquisition of knowledge is a modification of the state of knowing
“Game” the key modeling tool
       (A) formalisation of the game                                        Model for action: every strategy
       1.   X set of distinct “positions”, J set of players
                                                                            or calculation procedure giving
                                                                            rise to a strategy or a tactic
       2. rules of the game [Γ : X → P(X)]                                  Winning strategy : round with
       3. initial state I and final states F                                positive payoff. It comes with…
                                                                                - a cost
       4. turn taking [θ : JxX→ J]                                              - a gain
       5. gain, stake, preference [F            A X f: A → R]
                                                                            A non-systematically-winning
                                                                            strategy can be better in terms
      Round : a finite sequence of states…                                  of the risk of loss that it
      Strategy : any mapping X→X that…                                      entails, the gains that it allows
      Tactic : strategy defined on a subset A of X…                         one to hope for, etc.
      Player 's state of knowing : mapping of X …
      Determining knowledge reduces …                Game theory allows the study of
      Acquisition of knowledge is a modification of… the dilemmas that arise.
An acknowledged reference today is : Fudenberg D., Levine D. K. (1998) The theory of learning in games. The MIT Press. The
limitation Brousseau makes in his choice of a game type is the same in that classical book.
From the model to a method
   The study of the adequacy of a situation for a particular piece of
    knowledge K has the aim…
       To show that the optimum strategy can be brought about by K and not by
        another one
       To state hypotheses about the variables of the situation and their influence
        on strategies and changes of strategies

   The meaning of a decision made by the student can be modeled
    with:
       a) the set of choices the student considers and rejects as a consequence of
        the choice made;
       b) the set of possible strategies considered and excluded, and in particular
        the sequence of choices or replacement strategies the student considers;
       c) the very conditions of the game that appear to be determining the choice
        made, and in particular the space of situations brought about by the values
        of the pertinent variables which give the decision a character of
        optimality, validity, or relevance.
Adidactical situations
     Two distinct types of games:
      a) the student‟s games with
       the adidactical milieu (games
                                                                                            S       student
       specific to each piece of                                                             E

       knowledge)
                                                              teacher    T
                                                                         S
      b) the teacher‟s games as
       organizers of these student‟s
       game. These games concern at
       least :                                                                              M       milieu

           the teacher,
           the student,
           the student‟s immediate
            environment                                      “The milieu is the system
           the cultural milieu                              opposing the taught system
         They include the game of devolution                 or, rather, the previously-taught
         and of institutionalization.                        system”. (p.57)

“As the student's progress gradually continues, this cultural and didactical representation of the milieu
will be assumed to approach “reality”, and the subject's relationships with this milieu will have to become
free of didactical intentions.” (p.57)
Interaction – knowing - situation
 The relationships between a student and the milieu can be
    classified into at least three major categories (p.61)
        [1] Action → actions and decisions that act directly
        [2] Formulation → exchange of info coded into a language
        [3] Validation → exchange of judgment
 They correspond to different forms of knowledge
        [3] the forms of knowledge which allow the explicit “control” of the
         subject's interactions in relation to the validity of her statements. It is
         composed of…
             a description or model expressed in a certain “language”
             a judgment about the adequacy of this description
        [2] the formulation of the descriptions and models
        [1] the models for action governing decisions


“The fact that different types of interaction with the milieu and different forms
of knowledge are justified a priori and independently allows us to discuss the
particularities of the milieu which are necessary for them.” (p.65)
Interaction – knowing – situation
                         By pragmatic questions like
                                “Why would the student do or say this rather than that?”
                                “What must happen if she does it or doesn‟t do it?”
                                “What meaning would the answer have if she had been given it?”
                         it is possible to elicit the conditions which the typologies impose on the milieu.
Design and engineering




                            [3] “Does the milieu include an opponent (or a proponent ) with whom the
                             subject must be confronted in order to attain the fixed goal in an exchange of
                             opinions?”
                            [2] “Does the milieu include a receiver of messages that the student must
                             send in order to attain the target goal?”
                            [1] Does the milieu include a feedback function adapted to the need for
                             adjustment of the interaction to the targeted knowledge?

                         “The answer to these two questions determines the layout of the milieu and the
                         rules of the games, which are totally different.” (p.65)
Fundamental patterns (1)                                      action
Check list for a game based situation of action                      [The race to 20 phase 2] of
    Can the situation be perceived as devoid of didactical            the sequence realizes a
     intentions?
                                                                     “situation of action” where
    Must students effectively chose a state from among several
     ones? Do they know which states they can select from?
                                                                        the learner forms her
    Can students lose? Do they know that they can? Do they
                                                                     strategies and construct a
     know the final states in advance (including the winning          model of the situation by
     ones)?
                                                                     experimenting an noticing
    Do they know the rules without knowing a winning strategy?
     Can they be taught the rules without being given a solution?
                                                                       successes and failures.
    Is the target knowledge necessary?
                                                                     These strategies and model
    Can students start again? Does the game “gratify”                   are mostly implicit.
     anticipation?
    Have students any chance of finding out the sought strategy
     for themselves if they borrow it (from other students)?
                                                                                          student
    Are feedback to the students choices relevant to the                             S
                                                                                      E

     construction of the knowledge?
                                                                        teacher
                                                                                  T
                                                                                  S
    Is the control of decisions possible?
    Is a reflective attitude useful necessary for progress in the                    M   milieu
     solution?
Fundamental patterns (1)                                         action
                                                                                        Stake, function of reference
Check list for a game based situation of action
                                                                                               information
    Can the situation be perceived as devoid of didactical                                   predicted state               milieu
     intentions?                                                          player                                             game
                                                                                             action, decision          (meaning 3 and 5)
    Must students effectively chose a state from among several                             game (meaning 4)

     ones? Do they know which states they can select from?
    Can students lose? Do they know that they can? Do they
     know the final states in advance (including the winning         player's rules;                                          constraints of
                                                                     strategies,
     ones)?                                                          knowledge
                                                                                                    game                      the milieu
                                                                                                 (meaning 2)
    Do they know the rules without knowing a winning strategy?
     Can they be taught the rules without being given a solution?
                                                                                                formal rules
    Is the target knowledge necessary?
                                                                                                   game
    Can students start again? Does the game “gratify”                                          (meaning 1)
     anticipation?
    Have students any chance of finding out the sought strategy
     for themselves if they borrow it (from other students)?
                                                                                                                           student
    Are feedback to the students choices relevant to the                                                         S
                                                                                                                  E

     construction of the knowledge?
                                                                              teacher
                                                                                           T
                                                                                           S
    Is the control of decisions possible?
    Is a reflective attitude useful necessary for progress in the                                               M         milieu
     solution?
Fundamental patterns (2)                                       formulation
                                                                  stake about the milieu
A milieu for communication
include a receiver/sender and                                              information
a receiver/sender/executor                  player A
                                                                                                  milieu for action
   1. insufficient means of action:     sender and receiver
                                                                          actions
      A must describe to B the
      action which she had to carry




                                                                                                                          milieu for communication
      out and often a part of the
      milieu as well so that the
      message is intelligible,                                             messages        information          actions
   2. insufficient information for A
      but sufficient means of action:
      B must describe the milieu           A's repertoire               stake
      and A must decode the                                                of
                                                                            transmission
      description and direct the                  repertoire of
      observation                                   messages
                                                                                                         player B
   3. means of action and                              B's repertoire                             receiver, sender,
      information insufficient for A.                                                                 executor




 “The messages exchanged are under the control of linguistic, formal or
 graphical codes and therefore make them function” (p.68)
Fundamental patterns (2)                                                                                    formulation
                                                                  stake about the milieu




A milieu for communication                  player A
                                                                           information
                                                                                                  milieu for action




include a receiver/sender and
                                        sender and receiver
                                                                          actions




                                                                                                                          milieu for communication
a receiver/sender/executor                                                 messages        information          actions




   1. insufficient means of action:        A's repertoire               stake
                                                                           of


      A must describe to B the
                                                                            transmission
                                                  repertoire of
                                                    messages
                                                                                                         player B


      action which she had to carry                    B's repertoire                             receiver, sender,
                                                                                                      executor




      out and often a part of the
      milieu as well so that the        “It is necessary to emphasize the importance:
      message is intelligible,
                                           • of the quality of the game with the
   2. insufficient information for A
      but sufficient means of action:      milieu in order to ensure and to maintain
      B must describe the milieu           the relevance and the richness of students‟
      and A must decode the
      description and direct the           discourse;
      observation                          • of the frequency of use that it creates in
   3. means of action and                  communications;
      information insufficient for A.
                                           • of the possibility of analyzing the
                                           messages produced.” (p.68)

 “The messages exchanged are under the control of linguistic, formal or
 graphical codes and therefore make them function” (p.68)
Fundamental patterns (2)                                                   validation
                                                                       A's stake


                                                                      information

Only valid knowing can be               player A
                                    proposer, opposer
                                                                      actions
                                                                                         action
                                                                                         milieu         messages



recognized within the teaching
situation, it makes situation of                                  statements
                                                                  proofs




                                                                                                                   B's stake
validation an ultimate objective
                                                                  refutations       information          actions




of the didactical process.
                                                               stake
                                    statements, theories           constraints
                                    allowed by A                      of
                                                                         debate

                                                                                                  player B
                                               statements, theories                       opposer, proposer,
                                               allowed by B                                   executor



Proponent and opponent must
have a symmetric position                The situation of validation
 “it should not be possible for         “motivates the students to discuss a
   one of the players to obtain          situation and favors the formulation
   the agreement of the other
   by “illegitimate” means such          of their implicit validation”. “[It]
   as                                    must lead them to evolve, to revise
   authority, seduction, force, e        their opinions, to replace their false
   tc.                                   theory with a true one. This
 Knowledge should be the                evolution as a dialectic character as
   only legitimate reference for         well.” (p.17)
   decision making
Fundamental patterns (2)                                 validation
                                                                       A's stake
Only valid knowing can be
recognized within the teaching
                                                                      information
situation, it makes situation of        player A                                         action
validation an ultimate objective    proposer, opposer
                                                                                         milieu         messages

of the didactical process.                                            actions




Proponent and opponent must                                       statements
have a symmetric position                                         proofs




                                                                                                                   B's stake
                                                                  refutations       information          actions
 “it should not be possible for
   one of the players to obtain                                stake
   the agreement of the other       statements, theories           constraints
   by “illegitimate” means such     allowed by A                      of
                                                                         debate
   as
   authority, seduction, force, e                                                                 player B

   tc.” (p.70)                                 statements, theories
                                               allowed by B
                                                                                          opposer, proposer,
                                                                                              executor
 Knowledge should be the
   only legitimate reference for
   decision making

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Theory of Didactical Situations in Mathematics Explained

  • 1. Guy Brousseau, 1997, Kluwer Academic Publishers THEORY OF DIDACTICAL SITUATIONS IN MATHEMATICS
  • 2. Introduction Setting the scene with an example: the race to 20 Brousseau G. (1978) Etude locale des processus d‟acquisition en situations scolaires. Etudes sur l’enseignement élémentaire, Cahier 18, 7-21. Bordeaux: IREM de Bordeaux (TSD pp.3-18)
  • 3. Setting the scene, the race to 20  A paradigmatic situation to illustrate the general classification of didactical situations.  The characters: the students, the teacher and the milieu  The scene setting: the race to 20  Two players, rule: add 1 or 2 to what the number the previous player said, winner the one who reaches 20 first. Starting number: 1 or 2 Hidden agenda: discovery and proof of the winning series 2, 5, 8, 11, 14, 17 and the implicit theorem you master the game if you keep on 2 [3]
  • 4. Setting the scence, the race to 20  1. explanation of the rules  2. one against one  To get familiar with the rule, discovery of « 17 is winning » is contingent  3. group against  Groups compete publically via a spokesperson, agreeing on a group strategy is the best approach. Advantage of saying 17 appears  4. game of discovery  Children formulate propositions, collective verification, acceptation (+1), rejection (+3). Saying 17 or 14 appears as theorms
  • 5. Race to 20, lessons learned  Strategies are used implicitly before being Sixty (60) formulated so as to respond to the needs on an experiments, eac ongoing action (SO) h phase object of  Formulation takes place after conviction and a clinical before proof in order to respond to the needs of study, study over communicating an action (SO) a period of 3 years, math, psy,  Established theorems are not immediately ing. “stored” as such (SO)  Losing stimulate commitment to explain or search for conditions for success (CO) Lessons come from a clinical  Proofs get its value when it has been tested as a observation means of convincing or obligation of being (CO), statistical convinced (AS) observation  Explanations must be necessary either (SO), axiom (AS) technically or sociologically (TS) or theorem (TS) of the TSD
  • 6. Race to 20, structure of phase 1 teacher “The aim of action teacher this sequence is rule of the game still the Message information communication situation of an instruction but student (1) information it has slipped The structure of the into an action action communication between the (2) student phase” (p.7) teacher and students, eliciting the place (3) teacher of the situation rules (1) Instruction, stating the rules content of the message communication with the child (2) Semantic of the rules by situation the first gaming (3) Semantic of the rules by student commenting on them
  • 7. Race to 20, structure of phase 1 The teacher transforms the “rule of teacher sender rules of the game” into a message appropriate linguistic code the game to what the learner can afford – here sound coding it is oral communication. message chanel The oral message is a source of noise message as a source information for the learner of information for the student The meaning given by the child does not necessarily coincide with the linguistic meaning the teacher intend to convey code The role of playing the game at the student receiver learning same time as providing the message decoding is to leverage the convergence of message as meaning. meaning
  • 8. Race to 20, structure of phase 1 “We call an influence of the teacher sender linguistic rules of situation on the pupil “feedback”. code the game The child receives this influence coding message sound chanel as a positive or negative sanction relative to her action, which noise message as a source allows her to adjust this action, to of information for the student accept or reject a hypothesis, to choose the best solution from linguistic among several (the one which code improves the satisfaction learning student receiver obtained during the action).” decoding (p.7) message as meaning “This feedback must be closely associated with the learning which the teacher is trying to make happen” (p.8)
  • 9. Race to 20, structure of phase 2 feedback From a cK¢ perspective a conception is an action invariant property situation student of this schema for a information family of problems The phase 2 of the sequence realizes a “situation of action” where the learner forms her strategies and construct a model of the situation by experimenting an noticing successes and failures. These strategies and model are mostly implicit. “Within a situation of action, everything that acts on the student or that she acts on is called the “milieu”. It can be that it includes the teacher or another student. This is a general pattern. Nearly all teaching situation are particular cases of it.” (p.9) “The succession of interactions between the student and the milieu constitutes what we call a “dialectic of action” ” (ibid.)
  • 10. Race to 20, structure of phase 3 feedback The student must communicate about the strategy to use for the student situation student at her desk at the chalkboard, the construction of a common language is needed. feedback action During this situation there are two types of feedback: student at - immediate (discussion) chalkboard - delayed (round played) Related process: dialectic of formulation This second phase is called a situation of formulation: it Establishing a language /code that has the existence of a everyone could understand, which could common language specific to take into account the objects and the situation as a constraint of relevant relationships of the situation so viability (in cK¢ terms). as to permitting useful reasoning and actions.
  • 11. Race to 20, structure of phase 4 R1 At stake is “the passage from natural thought to [a] proposing the use of logical rounds played student thought” needed to establish the scientific [b] validity of a statement statements on theory or a result. R1 formulated strategies es ag This needs the ss me construction, rejection or use of different methods of proof: R2 rhetorical, pragmatic, se student mantic or syntactic. theory opposing R'2 “If one wishes to avoid having sophistries, rhetoric and authority take the place of consistency, logic and the efficacy of proof, one must not let the discussion lose touch with the situation which reflects the students‟ discourse and gives it meaning. Motivation must make this double confrontation (R1 and R2) necessary.” (p.16)
  • 12. Race to 20, structure of phase 4 R1 The situation of validation “motivates [a] proposing the students to discuss a rounds played student situation and favour the formulation of their [b] implicit validation”. statements on theory “[It] must lead them to R1 formulated strategies es evolve, to revise their ag ss opinions, to replace me their false theory with a true one.This evolution R2 as a dialectic character student as well.” (p.17) theory opposing R'2 Dialectic of validation << Dialectic of formulation << Dialectic of action Their outcome is compulsory but not The situation of validation permits the the corresponding situations organization of proofs
  • 13. Chapter 1 Foundations and methods of didactique Brousseau G. (1986) Fondations et méthodes des la didactique des mathématiques. Recherches en didactique des mathématiques 7 (2) 33-115 (TSD pp.21-75)
  • 14. Object of study of didactique Caveat: “didactic” in English has a negative connotation. Its meanings are : 1. Intended to instruct. 2. Morally instructive. 3. Inclined to teach or moralize excessively. Although the first meaning is close to the French, the third sense dominated in the 80s at point which suggested to spell the word in the French way so as to minimize the effect. Didactique is the science of the specific conditions of the dissemination of a given knowledge domain. It deals with the project of an institution, here called the “teaching agent” aiming at modifying the knowledge of an other one, here called the “learning agent” whereas the latter is not able to do it on its own or does not feel the need for it. A didactical project is the social project to make a subject appropriating an established knowledge. Teaching includes all the actions needed to achieve this didactical project. Adapted from Brousseau, Glossaire de didactique, 25/02/2003)
  • 15. Didactical postulates  The knowledge at stake in a didactical project cannot be taught as it appears in the institutions of reference (academic, professional, cultural) :  (P1) Meaning is not given by a text/discourse, but emerges from the activity which is required by this knowledge  Institutionalized knowledge is depersonalized, decontextualized and detemporalized.  (P2) A specification of the knowledge stake of a didactical project requires a process of transposition in order to fulfill the teaching/training and learning constraints (p.21)
  • 16. Didactical postulates  “A faithful reproduction of  “The teacher must imagine the scientific activity by the and present students student would require that situations within which she they can live and within reproduces, formulates, pro which the knowledge will ves, and constructs appear as the optimal and models, languages, concept discoverable solution of the s and theories ; that she problem posed” (p.22) exchanges them with other  The teacher‟s work is to people ; that she recognizes some extent the opposite of those which conform to the the knowledge producer culture ; that she borrows  Recontextualization those which are useful to  Repersonalization her; and so on” (p.22) (P3) “Each item of knowledge must originate from the adaptation to a specific situation” (p.23)
  • 17. Didactical phenomena The didactical phenomena witness the complexity of didactical processes, there elicitation frames the objectives of research in didactique. 1. Topaze effect (p.25) obtaining a behavior at the cost of the meaning of the knowledge at stake 2. Jourdain effect (p.25) acknowledgement of a piece of knowledge based on a surface characteristics of behaviors 3. Metacognitive shift (p.26) the teaching method or means becomes the object of teaching 4. Improper use of analogy (p.27) pointing similarities to facilitate which are not relevant in themselves 5. Ageing of teaching situations (p.27) feeling of the need to change lessons organizations, discourse, behaviours -- teacher does repeat a text (see also the Actor paradox) 6. Dienes effect (p.35) freeing the teacher from his or her responsibility towards learning
  • 18. The core didactical structure “Between the moment the student accepts the problem as if it were her own and the moment when she produces her answer, the teacher refrains from interfering and suggesting the knowledge that she wants to see appear” (p.30) adidactical situation actual teaching situation devolution institutionalization didactical situation
  • 19. The core didactical structure “Each item of knowledge can be characterized by a (or some) adidactical situation(s) which preserve(s) meaning ; we shall call this a fundamental situation” (p.30) fundamental situation Knowledge analysis restriction deformation adidactical situation actual teaching situation devolution institutionalization didactical situation “[The teacher] is involved in a game with the system of interaction of the student with the problem she gives her […] This game, or broader situation, is the didactical situation” (p.31)
  • 20. The didactical contract “The teacher must therefore arrange not the communication of knowledge, but the devolution of a good problem” (p.31) “The didactical contract is the rule of the game and the strategy of the didactical situation” (p.31) “[There is a] system of obligations which resembles a contract” (p.31) but “[which] is not exactly a contract  it cannot be made completely explicit  […] The teacher must however accept responsibility  […] similarly, the student must accept responsibility  clauses concerning the breaking and the stake of the contract cannot be written in advance” (p.32) “Knowledge will be exactly the thing that will solve the crisis caused by such breakdowns […] it cannot be defined in advance” (p.32)
  • 21. “Game” the key modeling tool  “Modeling a teaching situation consists of producing a game specific to the target knowledge among different subsystems: the educational system, the student system, the milieu, etc.” (p.47) “To consider the teacher as a player faced with a system, itself built up from a pair of systems: the student and, let us say for the moment, a „milieu‟ that lacks any didactical intentions with regards to the student” (p.40)  “In the student‟s game with the milieu, knowledge is the means of understanding the ground rules and strategies and, later, the means of elaborating winning strategies and obtaining the results being sought” (p.40) The game must allow a representation of all situations […] so long as they manage to make the students learn one form of the target knowledge” (p.48)
  • 22. “Game” the key modeling tool G1: situations in which “decisions and actions […] are determined only by pleasure [either derived] from accomplishing them, [or derived] from their effect” G2: “organization of this activity within a system of rules defining a success and a failure, a gain or a loss” G3: “whatever is used for playing, the instruments of the game” G4: “the way in which one plays” G5: “the set of possible positions from among which the player can choose in a given state of the [G2-game]” (pp.48-49)
  • 23. The game of adaptation: issues  “Is knowing this property the only way of shifting from a given strategy to another one?  “why should the student look for a way of replacing this strategy with that one?  “what cognitive motivation leads to the production of such-and-such a formulation of a property or to such-and- such a mathematical proof?  “Is the given reason for producing this knowledge better, more correct, more accessible or more effective than any other reason?” (pp. 47-48)
  • 24. “Game” the key modeling tool Game1: situations Stake, function of reference determined by / information associated to predicted state milieu player pleasure action, decision game (meaning 3 and 5) Game2: organization game (meaning 4) of the activity within a system of rules player's rules; constraints of Game3: instruments strategies, knowledge game (meaning 2) the milieu of the game Game4: the way in which one plays formal rules Game5: the set of game possible positions (meaning 1)
  • 25. Paradox raised by the TSD 1. Paradox of the devolution of situations (p.41) result from the tensions between the necessary student autonomy and the teacher responsibility to teach which is known from both. The teacher must refrain from teaching even if the student asks for it. 2. Paradox of the adaptation of situation (p.42) the knowledge appropriated by adaptation may be… 1. Maladjusted to correctness 2. Maladjusted to a later adaptation 3. Paradox of learning by adaptation (p.44-45) 1. Negation of knowledge: knowledge deems to be trivial 2. Destruction of the cause of knowledge: lost of motivation 4. Paradox of the actor (p.46) “[the knowledge] whose text already exists is no longer a direct production of the teacher, it is a cultural object, quoted and re-quoted”
  • 26. “Game” the key modeling tool Stake, function of reference information milieu (A) formalisation of the game player predicted state game action, decision (meaning 3 and 5) 1. X set of distinct “positions”, J set of players game (meaning 4) 2. rules of the game [Γ : X → P(X)] player's rules; constraints of 3. initial state I and final states F strategies, knowledge game (meaning 2) the milieu 4. turn taking [θ : JxX→ J] formal rules 5. gain, stake, preference [F A X f: A → R] game (meaning 1) Round : a finite sequence of states (from I to F). Strategy : any mapping X→X that determines choices from permissible states Tactic : strategy defined on a subset A of X Player 's state of knowing : mapping of X →Γ(X) such that [ x C(x) Γ(X)] Determining knowledge reduces the player‟s choice to a single state Acquisition of knowledge is a modification of the state of knowing
  • 27. “Game” the key modeling tool (A) formalisation of the game Model for action: every strategy 1. X set of distinct “positions”, J set of players or calculation procedure giving rise to a strategy or a tactic 2. rules of the game [Γ : X → P(X)] Winning strategy : round with 3. initial state I and final states F positive payoff. It comes with… - a cost 4. turn taking [θ : JxX→ J] - a gain 5. gain, stake, preference [F A X f: A → R] A non-systematically-winning strategy can be better in terms Round : a finite sequence of states… of the risk of loss that it Strategy : any mapping X→X that… entails, the gains that it allows Tactic : strategy defined on a subset A of X… one to hope for, etc. Player 's state of knowing : mapping of X … Determining knowledge reduces … Game theory allows the study of Acquisition of knowledge is a modification of… the dilemmas that arise. An acknowledged reference today is : Fudenberg D., Levine D. K. (1998) The theory of learning in games. The MIT Press. The limitation Brousseau makes in his choice of a game type is the same in that classical book.
  • 28. From the model to a method  The study of the adequacy of a situation for a particular piece of knowledge K has the aim…  To show that the optimum strategy can be brought about by K and not by another one  To state hypotheses about the variables of the situation and their influence on strategies and changes of strategies  The meaning of a decision made by the student can be modeled with:  a) the set of choices the student considers and rejects as a consequence of the choice made;  b) the set of possible strategies considered and excluded, and in particular the sequence of choices or replacement strategies the student considers;  c) the very conditions of the game that appear to be determining the choice made, and in particular the space of situations brought about by the values of the pertinent variables which give the decision a character of optimality, validity, or relevance.
  • 29. Adidactical situations Two distinct types of games:  a) the student‟s games with the adidactical milieu (games S student specific to each piece of E knowledge) teacher T S  b) the teacher‟s games as organizers of these student‟s game. These games concern at least : M milieu  the teacher,  the student,  the student‟s immediate environment “The milieu is the system  the cultural milieu opposing the taught system They include the game of devolution or, rather, the previously-taught and of institutionalization. system”. (p.57) “As the student's progress gradually continues, this cultural and didactical representation of the milieu will be assumed to approach “reality”, and the subject's relationships with this milieu will have to become free of didactical intentions.” (p.57)
  • 30. Interaction – knowing - situation  The relationships between a student and the milieu can be classified into at least three major categories (p.61)  [1] Action → actions and decisions that act directly  [2] Formulation → exchange of info coded into a language  [3] Validation → exchange of judgment  They correspond to different forms of knowledge  [3] the forms of knowledge which allow the explicit “control” of the subject's interactions in relation to the validity of her statements. It is composed of…  a description or model expressed in a certain “language”  a judgment about the adequacy of this description  [2] the formulation of the descriptions and models  [1] the models for action governing decisions “The fact that different types of interaction with the milieu and different forms of knowledge are justified a priori and independently allows us to discuss the particularities of the milieu which are necessary for them.” (p.65)
  • 31. Interaction – knowing – situation By pragmatic questions like  “Why would the student do or say this rather than that?”  “What must happen if she does it or doesn‟t do it?”  “What meaning would the answer have if she had been given it?” it is possible to elicit the conditions which the typologies impose on the milieu. Design and engineering  [3] “Does the milieu include an opponent (or a proponent ) with whom the subject must be confronted in order to attain the fixed goal in an exchange of opinions?”  [2] “Does the milieu include a receiver of messages that the student must send in order to attain the target goal?”  [1] Does the milieu include a feedback function adapted to the need for adjustment of the interaction to the targeted knowledge? “The answer to these two questions determines the layout of the milieu and the rules of the games, which are totally different.” (p.65)
  • 32. Fundamental patterns (1) action Check list for a game based situation of action [The race to 20 phase 2] of  Can the situation be perceived as devoid of didactical the sequence realizes a intentions? “situation of action” where  Must students effectively chose a state from among several ones? Do they know which states they can select from? the learner forms her  Can students lose? Do they know that they can? Do they strategies and construct a know the final states in advance (including the winning model of the situation by ones)? experimenting an noticing  Do they know the rules without knowing a winning strategy? Can they be taught the rules without being given a solution? successes and failures.  Is the target knowledge necessary? These strategies and model  Can students start again? Does the game “gratify” are mostly implicit. anticipation?  Have students any chance of finding out the sought strategy for themselves if they borrow it (from other students)? student  Are feedback to the students choices relevant to the S E construction of the knowledge? teacher T S  Is the control of decisions possible?  Is a reflective attitude useful necessary for progress in the M milieu solution?
  • 33. Fundamental patterns (1) action Stake, function of reference Check list for a game based situation of action information  Can the situation be perceived as devoid of didactical predicted state milieu intentions? player game action, decision (meaning 3 and 5)  Must students effectively chose a state from among several game (meaning 4) ones? Do they know which states they can select from?  Can students lose? Do they know that they can? Do they know the final states in advance (including the winning player's rules; constraints of strategies, ones)? knowledge game the milieu (meaning 2)  Do they know the rules without knowing a winning strategy? Can they be taught the rules without being given a solution? formal rules  Is the target knowledge necessary? game  Can students start again? Does the game “gratify” (meaning 1) anticipation?  Have students any chance of finding out the sought strategy for themselves if they borrow it (from other students)? student  Are feedback to the students choices relevant to the S E construction of the knowledge? teacher T S  Is the control of decisions possible?  Is a reflective attitude useful necessary for progress in the M milieu solution?
  • 34. Fundamental patterns (2) formulation stake about the milieu A milieu for communication include a receiver/sender and information a receiver/sender/executor player A milieu for action 1. insufficient means of action: sender and receiver actions A must describe to B the action which she had to carry milieu for communication out and often a part of the milieu as well so that the message is intelligible, messages information actions 2. insufficient information for A but sufficient means of action: B must describe the milieu A's repertoire stake and A must decode the of transmission description and direct the repertoire of observation messages player B 3. means of action and B's repertoire receiver, sender, information insufficient for A. executor “The messages exchanged are under the control of linguistic, formal or graphical codes and therefore make them function” (p.68)
  • 35. Fundamental patterns (2) formulation stake about the milieu A milieu for communication player A information milieu for action include a receiver/sender and sender and receiver actions milieu for communication a receiver/sender/executor messages information actions 1. insufficient means of action: A's repertoire stake of A must describe to B the transmission repertoire of messages player B action which she had to carry B's repertoire receiver, sender, executor out and often a part of the milieu as well so that the “It is necessary to emphasize the importance: message is intelligible, • of the quality of the game with the 2. insufficient information for A but sufficient means of action: milieu in order to ensure and to maintain B must describe the milieu the relevance and the richness of students‟ and A must decode the description and direct the discourse; observation • of the frequency of use that it creates in 3. means of action and communications; information insufficient for A. • of the possibility of analyzing the messages produced.” (p.68) “The messages exchanged are under the control of linguistic, formal or graphical codes and therefore make them function” (p.68)
  • 36. Fundamental patterns (2) validation A's stake information Only valid knowing can be player A proposer, opposer actions action milieu messages recognized within the teaching situation, it makes situation of statements proofs B's stake validation an ultimate objective refutations information actions of the didactical process. stake statements, theories constraints allowed by A of debate player B statements, theories opposer, proposer, allowed by B executor Proponent and opponent must have a symmetric position The situation of validation  “it should not be possible for “motivates the students to discuss a one of the players to obtain situation and favors the formulation the agreement of the other by “illegitimate” means such of their implicit validation”. “[It] as must lead them to evolve, to revise authority, seduction, force, e their opinions, to replace their false tc. theory with a true one. This  Knowledge should be the evolution as a dialectic character as only legitimate reference for well.” (p.17) decision making
  • 37. Fundamental patterns (2) validation A's stake Only valid knowing can be recognized within the teaching information situation, it makes situation of player A action validation an ultimate objective proposer, opposer milieu messages of the didactical process. actions Proponent and opponent must statements have a symmetric position proofs B's stake refutations information actions  “it should not be possible for one of the players to obtain stake the agreement of the other statements, theories constraints by “illegitimate” means such allowed by A of debate as authority, seduction, force, e player B tc.” (p.70) statements, theories allowed by B opposer, proposer, executor  Knowledge should be the only legitimate reference for decision making