55 research outputs found

    Methods and tools to face research fragmentation in technology enhanched mathematics education

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    Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report

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    Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org

    Baghera Assessment Project, designing an hybrid and emergent educational society

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    Edited by Sophie Soury-Lavergne ; Available at: http://www-leibniz.imag.fr/LesCahiers/2003/Cahier81/BAP_CahiersLaboLeibniz.PDFResearch reportThe Baghera Assessment Project (BAP) has the objective to ex plore a new avenue for the design of e-Learning environments. The key features of BAP's approach are: (i) the concept of emergence in multi-agents systems as modelling framework, (ii) the shaping of a new theoretic al framework for modelling student knowledge, namely the cK¢ model. This new model has been constructed, based on the current research in cognitive science and education, to bridge research on education and research on the design of learning environments

    TELMA Cross Experiment Guidelines

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    Cerulli, M., Pedemonte, B., Robotti, E. (eds.). Internal Report, R.I. 01/07, I.T.D. - C.N.R., GenovaThis document contains the guidelines developed by members of TELMA as a means for planning, conducting, and analysing a cross experiment aimed at contributing to the construction of a shared research perspective among TELMA teams . This is the product of the PhD students and young researchers that brought forward the whole activity. The actual experimental phase was proceeded by a reflective phase in which an agreement was achieved on what research questions to address during the experiment. On this basis the first version of the guidelines document was built, containing all the research questions to be addressed, but also the experimental plans for each team. This included the employed didactical functionalities of the considered ICT tools, indications of the experimental settings, and the methods of data collection and analysis. During the whole experimental phase, the document was constantly updated, and shared among the involved persons which were periodically required to compare the different activities and reflections brought forward by all the teams

    Introducing pupils to algebra as a theory: L'Algebrista as an instrument of semiotic mediation

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    unpublished PhD thesisA research study on the use of computer software (L'Algebrista) as instrument of semiotic mediation to introduce pupils to algebra as a theory

    Uso di manipolatori simbolici nell'introduzione all'algebra: realizzazione e sperimentazione di un prototipo

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    Tesi di Laurea in Matematica, UniversitĂ  degli Studi di PisaUnpublished graduation thesisThe thesis presents the theoretical background and the main ideas underlying the design, development and experimentation of L'Algebrista, a prototype of symbolic manipulator to introduce pupils to algebra as a theory. The main theoretical framework refers to the theories of Anna Sfard concerning objectification in mathematics

    Instruments of semiotic mediation in algebra, an example

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    The paper presents a class discussion which was set up within a long term experiment concerning the use of a software, L'Algebrista, to introduce pupils to theoretical thinking and symbolic manipulation. From the analysis of the discussion we will illustrate some aspects of how a teacher can use an instrument of semiotic mediation in order to guide the genesis and evolution of new concepts

    Introducing pupils to theoretical thinking: the case of algebra

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    Within the theoretical framework of Vygotsky's theory, the paper presents a teaching experiment concerning the introduction of pupils to algebraic theoretical thinking. Starting from the results of a previous study project concerning the use of Cabrì Gèométre to introduce pupils to geometry theory, the experiment is based on the use a algebra microworld "L'Algebrista". Outlines of the classroom experimentation are followed by the analysis of some protocols, according the Vygotskian theory of semiotic mediation
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