Abstract
In this paper, we discuss the problem concept in Mathematical Modeling in the context of Mathematics Education. It is the result of a research guided by a qualitative methodology, where we set a course involving the construction of electronic games. As the main theoretical reference, we bring Deleuze's problem vision, that is not associated with doubt or question, but with a non-actual state. Data analysis combined with a theoretical and philosophical depth, led to the construction of a problem concept aligned with the mathematical modeling activities we developed. As a result, we show that the way the problem is determined conditions the developed situations and, therefore, the process of Mathematical Modeling.
Keywords:
Mathematics Education; Cyber World; Reality; Scratch