8,712 research outputs found

    For a learnable mathematics in the digital cultures

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    I begin with some general remarks concerning the co-evolution of representational forms and mathematical meanings. I then discuss the changed roles of mathematics and novel representations that emerge from the ubiquity of computational models, and briefly consider the implications for learning mathematics. I contend that a central component of knowledge required in modern societies involves the development of a meta-epistemological stance – i.e. developing a sense of mechanism for the models that underpin social and professional discourses. I illustrate this point in relation to recent research in which I am investigating the mathematical epistemology of engineering practice. Finally, I map out one implication for the design of future mathematical learning environments with reference to some data from the "Playground Project"

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Death and the adorable orphan: Marcelino pan y vino (1954; 1991; 2000)

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    The Spanish journalist and writer José María Sánchez-Silva, unaware that he was adapting a folk tale about religious devotion rewarded, produced a complex narrative about the mother-son dyad: Marcelino pan y vino (1952). This was the basis of a popular Spanish film adaptation directed by Ladislao Vajda, released in 1954. It was then remade in 1991 as an Italian/Spanish/French co-production, directed by Luigi Comencini, and, recently, it has been translated into animation for television, the result of Spanish/Japanese/French collaboration in 2000. This article analyses how each version reveals shifting perceptions of childhood by focusing on the ideological function of the orphan child and the spectacle of the 'adorable boy'

    Preschool Children and the Media

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    A Novel Approach to Equating English Teachers’ and Chinese Teachers’ Ratings of Behaviours Characterised by Attention Deficit Hyperactivity Disorder

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    The diagnosis and treatment of ADHD rely on accurately identifying and interpreting symptoms. However, different raters may have different perceptions of ADHD symptoms, which can significantly impact ADHD diagnosis and prevalence rates. This study presented a novel way to compare ADHD symptom ratings between children from China and England while considering raters' differences. The study developed a series of cartoon animations to measure the raters' leniency toward Children’s ADHD symptoms. The Many-facet Rasch Model was then applied to adjust the children's ADHD symptom ratings according to their raters' leniency. The study was conducted in Year 2 classrooms in schools in China and England, and participating teachers were asked to rate cartoon characters' ADHD behaviours according to their tolerance. They were also asked to rate 10 children selected randomly from their class about ADHD symptoms. The study found that Chinese teachers were more lenient with children's ADHD behaviours than their English colleagues. Moreover, after adjusting for raters' leniency, Chinese children's ratings increased significantly, while English children's ratings decreased significantly. The study also found that Chinese children's ratings of ADHD behaviours were significantly higher than those of English children. Additionally, the Inter-rater Agreement was low among Chinese teachers. The findings highlight the significant impact of raters' differences on ADHD symptom ratings and the importance of equating teachers' ratings of children's ADHD symptoms to produce a relatively fair comparison between countries. The study's use of cartoon animations offers many advantages over text and videotape vignettes for cross-cultural studies. Moreover, the findings suggest that multi-informants are necessary for a single setting for diagnosing ADHD in children. In conclusion, this study provides valuable insights into the impact of rater differences on ADHD symptom ratings and the importance of considering these differences when comparing prevalence rates between countries. Future research should explore ways to improve inter-rater agreement among raters and investigate other factors that may affect ADHD diagnosis and treatment

    A Narrative Inquiry into the Experiences of Children and Parents with Technology: What Are Real and Unreal Worlds?

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    We always think of play as something of more of an organic interaction. What if play was considered in terms of technology. This inquiry attended to children and their parents' stories and experiences to find out what is the definition of play from their perspectives and how young children experience technology in terms of real and unreal. Many adults find the technological world quite different from children's perspectives; however, children in some cases consider technology-based games and natural play as the same world. This narrative inquiry attempted to understand what the participants feel, think, and perceive from the concepts of natural play and technology-based games for facilitating the process of learning, and how participants recognized and differentiated between these two worlds. Following the narrative inquiry tradition, I shared my lived experiences and stories with the participants, explained the research questions, and then asked participants to share their stories. Four participants, two mothers and their children attended three research conversations each, for a one-hour duration over three months. They narrated their stories regarding their understanding of the concept of play alone, with friends, or in parallel. Participants also shared their stories about boundaries between two worlds. The experiences and opinions of the participants were similar in some of their stories and different in others. Their stories give the reader and the researcher a deep insight into the perspectives of parents and their children on the concept of play and the world of technology

    The Influence of Japanese Anime Movies on the Consciousness of the Arab Child

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    This study aimed to analyze how Japanese anime films affect the awareness and behavior of Arab children by examining the values, symbols, and practices depicted in these films. To achieve this goal, a questionnaire was administered to 109 media professors in the United Arab Emirates, and the data was processed using a quantitative- descriptive research design. The study found that Japanese anime films establish different values, including sensory, fictional, moral, and cultural values, all of which can impact the Arab child. The moral significance was found to be 1.983, indicating a strong probability that the audiences imitation of what is seen through Japanese anime can reflect on their behavior, with a probability of adopting the same behavior seen in heroes and main characters at 1.96. Based on these findings, it is recommended that parents, teachers, and policymakers closely monitor the media content that children see and limit their exposure to messages that might encourage negative behavior. Producers of childrens programs should uphold social responsibility, focus on protecting Arab culture, and integrate successful international production models to preserve the identity and culture of Arab children. Additionally, it is essential for childrens media to maintain cultural values and identities while incorporating new and exciting visual techniques and effects. Specific recommendations could include monitoring childrens media consumption, advocating for more culturally sensitive programming, or promoting media literacy education for children and their families

    Investigation through the Lens of Guardians of Factors Impacting Student Satisfaction and Behavioral Intention to be Educated by Cartoon Animation in China

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    This research aims to investigate the factors impacting student satisfaction and behavioral intention to be educated by cartoon animation in Sichuan, China. The quantitative survey was completed by students’ guardians, constructed with information quality, service quality, perceived usefulness, negative economic impacts, negative sociocultural impacts, satisfaction, and behavioral intentions. The target population involves 500 guardians whose children are between grades 1 to 4 and have been educated with cartoon animation in a primary school. The sampling techniques involve judgmental and convenience sampling. Before the data collection, Item Objective Congruence (IOC) Index and the pilot test (n=50) with Cronbach’s Alpha were used. Data were analyzed through confirmatory factor analysis (CFA) and structural equation modeling (SEM). The hypotheses testing was measured with a p-value<0.05. The results were that five out of six hypotheses were supported. Information quality significantly influences perceived usefulness. Perceived usefulness, negative economic impact, and negative sociocultural impacts significantly influence satisfaction. Satisfaction significantly influences behavioral intentions. On the other hand, service quality has no significant influence on perceived usefulness. The findings provide a better understanding for animation developers, educators, and students’ guardians to improve this animated cartoon content and monitor their children’s behavioral intentions for their learning purpose

    THE RELATIONSHIP BETWEEN WATCHING ANIMATED CARTOON AND INFORMATION PROCESSING SPEED AND LEVEL FOR SAMPLE CHILDREN IN AGE GROUP [5-6] YEARS

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    Purpose of the study: This study aims to identify the nature and type of the relationship between watching televised animated cartoons and the information processing speed and Level for sample children in the age group [5-6] Years. The sample consisted of (225) boys and girls watching animation films at an average time of (6.8) and a standard deviation (1.9) in the age group of (5-6) years. The study adopted the descriptive approach and applied the tools to the study samples. The results were analyzed and compared. The study used a data collection form and a scale for measuring information processing speed and level. Methodology: In light of the study hypotheses, the descriptive approach was used. The tools were applied to the study samples and their results were analyzed and compared. Main Findings:The results of study gave rise to findings; the most important of which are that there are statistically significant differences between children with high watching and low watching in terms of the speed and the information processing level for those with high watching ... and there is a statistically significant effect of some of the factors of watching (televised animation – laptop animation - animated cartoons in both types) watching hours on weekends (less than four hours - more than four hours) on the speed and information processing level of the child. Applications of this study: This study can be applied to children in general and can benefit teachers and parents. Novelty/Originality of this study: The animated cartoons play a prominent role in developing the speed and information processing level, in light of the lack of excessive watching hours, particularly on public holidays, and the tendency to practice real activities in the environment. Also, there is a clear impact of animation films in light of watching hours on the speed and information processing level for children, as they provide them with a world full of scenes, beautiful nature, broad imagination and beloved symbols that make them guided by their content and seek to imitate them and process them in their understanding of reality, perception, and processing of the information they receive
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