In this article we report an experience carried out with senior high school students based on Socioepistemology and adopting didactic engineering as research methodology. The purpose was to generate a particular environment that would favor the emergence of the logarithmic using manageable materials, rescuing primordial arguments by Stiffer, Napier y Briggs. The analysis of the students’ individual and collective argumentations which arise when discovering and using the rule of multiply by summing as a tool to facilitate operations in order to construct more charts as well as the game’s general chart, demonstrates an approach to the covariation and the logarithmic properties.