Abstract
Learning mathematics is a complex and dynamic process. In this paper, the authors adopt a
semiotic framework (Yeh & Nason, 2004) and highlight programming as one of the main
aspects of the semiosis or meaning-making for the learning of mathematics. During a 10 week
teaching experiment, mathematical meaning-making was enriched when primary students wrote Logo programs to create 3D virtual worlds. The analysis of results found deep learning in mathematics, as well as in technology and engineering areas. This prompted a rethinking about the nature of learning mathematics and a need to employ and examine a more holistic learning approach for the learning in science, technology, engineering, and mathematics (STEM) areas.
Andy Yeh, & Vinesh Chandra