scholarly journals Real-world problems through computational thinking tools and concepts: the case of coronavirus disease (COVID-19)

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Hatice Beyza Sezer ◽  
Immaculate Kizito Namukasa

PurposeMany mathematical models have been shared to communicate about the COVID-19 outbreak; however, they require advanced mathematical skills. The main purpose of this study is to investigate in which way computational thinking (CT) tools and concepts are helpful to better understand the outbreak, and how the context of disease could be used as a real-world context to promote elementary and middle-grade students' mathematical and computational knowledge and skills.Design/methodology/approachIn this study, the authors used a qualitative research design, specifically content analysis, and analyzed two simulations of basic SIR models designed in a Scratch. The authors examine the extent to which they help with the understanding of the parameters, rates and the effect of variations in control measures in the mathematical models.FindingsThis paper investigated the four dimensions of sample simulations: initialization, movements, transmission, recovery process and their connections to school mathematical and computational concepts.Research limitations/implicationsA major limitation is that this study took place during the pandemic and the authors could not collect empirical data.Practical implicationsTeaching mathematical modeling and computer programming is enhanced by elaborating in a specific context. This may serve as a springboard for encouraging students to engage in real-world problems and to promote using their knowledge and skills in making well-informed decisions in future crises.Originality/valueThis research not only sheds light on the way of helping students respond to the challenges of the outbreak but also explores the opportunities it offers to motivate students by showing the value and relevance of CT and mathematics (Albrecht and Karabenick, 2018).

2021 ◽  
Vol 5 (2) ◽  
pp. 35
Author(s):  
Haci Mehmet Baskonus ◽  
Luis Manuel Sánchez Ruiz ◽  
Armando Ciancio

Mathematical models have been frequently studied in recent decades in order to obtain the deeper properties of real-world problems [...]


1993 ◽  
Vol 86 (8) ◽  
pp. 657-661
Author(s):  
Peter L. Glidden ◽  
Erin K. Fry

The reforms proposed in the NCTM's Curriculum and Evaluation Standards (1989) call for specific changes in the grades 9-12 mathematics curriculum, as well as for general themes that should be emphasized throughout the curriculum. In particular, the standards document calls for including topics from discrete mathematics and three-dimensional geometry, and it calls for increased emphasis on paragraph-style proofs. Overall, these and other topics should be taught with the ultimate goals of illustrating mathematical connections and constructing mathematical models to solve real-world problems.


Author(s):  
Abdon Atangana ◽  
Hasan Bulut ◽  
Zakia Hammouch ◽  
Haci Mehmet Baskonus

In the last decade, it has been proven in several research papers that, mathematical tools are rather power in describing real world problem in all fields of science, technology and engineering. Various mathematical models that examine real world problems have been studied and developed with the aim of predicting the future. Due to the wider applicability of these tools, research observes that the field of applied sciences is a rapidly growing discipline and has engaged the minds of researchers. The recently developed mathematical models bear certain kinds of complexities. Therefore new methods have been elaborated for observing the properties of intricated models accurately. Moreover, comprehensive information about the models have been found by modifiying the existing methods in literature. By means of the outstanding increase in information, such findings uncover new aspects and properties of real world problems. In addition, structural changes of models and technical improvements in practices brought out novel challenging issues. Such challenges have resulted in new and modified methods. Therefore, the studies in such fields are essential and meaningful in understanding the diverse aspects of the models.This special issue aims at addressing these interesting research matters in the field of applied and engineering sicences. The main source of the articles in this special issue were the selected papers from those presented at the Second International Conference on Computational Mathematics and Engineering Sciences (CMES2017), which was held on May 20-22, 2017, in Istanbul, Turkey. During CMES2017, several various papers related to applied and engineering sicence have been presented. In this special issue, we have received 12 manuscripts based on rigorous reviews. This special issue has greatly benefited from the cooperation among the authors, reviewers, and editors.We would like to express our sincere gratitude to Moulay Ismail University and Firat University for organizing CMES2017 Conference and all the authors for their contributions, which has made this special issue possible. 


2017 ◽  
Vol 34 (2) ◽  
pp. 133-139 ◽  
Author(s):  
George Gadanidis

Purpose The purpose of this paper is to examine the intersection of artificial intelligence (AI), computational thinking (CT), and mathematics education (ME) for young students (K-8). Specifically, it focuses on three key elements that are common to AI, CT and ME: agency, modeling of phenomena and abstracting concepts beyond specific instances. Design/methodology/approach The theoretical framework of this paper adopts a sociocultural perspective where knowledge is constructed in interactions with others (Vygotsky, 1978). Others also refers to the multiplicity of technologies that surround us, including both the digital artefacts of our new media world, and the human methods and specialized processes acting in the world. Technology is not simply a tool for human intention. It is an actor in the cognitive ecology of immersive humans-with-technology environments (Levy, 1993, 1998) that supports but also disrupts and reorganizes human thinking (Borba and Villarreal, 2005). Findings There is fruitful overlap between AI, CT and ME that is of value to consider in mathematics education. Originality/value Seeing ME through the lenses of other disciplines and recognizing that there is a significant overlap of key elements reinforces the importance of agency, modeling and abstraction in ME and provides new contexts and tools for incorporating them in classroom practice.


Author(s):  
Angran Xiao ◽  
Andy S. Zhang

Project based learning (PBL) is a dynamic classroom approach in which students actively explore solving real world problems and gaining knowledge and skills through developing real products. In this paper, we introduce a student project that focuses on the integration of mechanical and electrical components in the development of a speech controlled service robot. The technical details of this project are presented, including the major components, system integration, and the software that enables the functions of the robot. A robot with such functions can be used in many applications such as military operations, speech controlled appliances, etc. Student assessment has shown that this project helps students learn valuable knowledge of product development that are usually only acquired through real world working experiences.


2019 ◽  
Vol 120 (11/12) ◽  
pp. 704-722 ◽  
Author(s):  
Xanthippi Tsortanidou ◽  
Thanasis Daradoumis ◽  
Elena Barberá

Purpose This paper aims to present a novel pedagogical model that aims at bridging creativity with computational thinking (CT) and new media literacy skills at low-technology, information-rich learning environments. As creativity, problem solving and collaboration are among the targeted skills in twenty-first century, this model promotes the acquisition of these skills towards a holistic development of students in primary and secondary school settings. In this direction, teaching students to think like a computer scientist, an economist, a physicist or an artist can be achieved through CT practices, as well as media arts practices. The interface between these practices is imagination, a fundamental concept in the model. Imaginative teaching methods, computer science unplugged approach and low-technology prototyping method are used to develop creativity, CT, collaboration and new media literacy skills in students. Furthermore, cognitive, emotional, physical and social abilities are fostered. Principles and guidelines for the implementation of the model in classrooms are provided by following the design thinking process as a methodological tool, and a real example implemented in a primary school classroom is described. The added value of this paper is that it proposes a pedagogical model that can serve as a pool of pedagogical approaches implemented in various disciplines and grades, as CT curriculum frameworks for K-6 are still in their infancy. Further research is needed to define the point at which unplugged approach should be replaced or even combined with plugged-in approach and how this proposed model can be enriched. Design/methodology/approach This paper presents a pedagogical model that aims at bridging creativity with CT, collaboration and new media literacy skills. Findings The proposed model follows a pedagogy-driven approach rather a technology-driven one as the authors suggest its implementation in low-tech, information-rich learning environments without computers. The added value of this paper is that it proposes a novel pedagogical model that can serve as a pool of pedagogical approaches and as a framework implemented in various disciplines and grades. A CT curriculum framework for K-6 is an area of research that is still in its infancy (Angeli et al., 2016), so this model is intended to provide a holistic perspective over this area by focusing how to approach the convergence among CT, collaboration and creativity skills in practice rather than what to teach. Based on literature, the authors explained how multiple moments impact on CT, creativity and collaboration development and presented the linkages among them. Successful implementation of CT requires not only computer science and mathematics but also imaginative capacities involving innovation and curiosity (The College Board, 2012). It is necessary to understand the CT implications for teaching and learning beyond the traditional applications on computer science and mathematics (Kotsopoulos et al., 2017) and start paying more attention to CT implications on social sciences and non-cognitive skills. Though the presented example (case study) seems to exploit the proposed multiple moments model at optimal level, empirical evidence is needed to show its practical applicability in a variety of contexts and not only in primary school settings. Future studies can extend, enrich or even alter some of its elements through experimental applications on how all these macro/micromoments work in practice in terms of easiness in implementation, flexibility, social orientation and skills improvement. Originality/value The added value of this paper is that it joins learning theories, pedagogical methods and necessary skills acquisition in an integrated manner by proposing a pedagogical model that can orient activities and educational scenarios by giving principles and guidelines for teaching practice.


2020 ◽  
Vol 5 (5) ◽  
pp. 28-33
Author(s):  
Sanjaya Kumar Pant ◽  
Bal Chandra Luitel ◽  
Binod Prasad Pant

The ongoing in-service teacher learning or formal teacher professional development (TPD) is too conventional and de-escalating as the disciplinary skills and knowledge of teacher is insufficient to solve real world problems which are multi-disciplinary in origin. Thus, there is a critical need to explore and introduce multidisciplinary pedagogy with wise integration of science, technology, engineering, arts and mathematics (STEAM) concepts as an approach for TPD. This paper aims to explore the possible approaches of introducing STEAM pedagogy as an approach for TPD. This argumentative paper is prepared with the help of relevant and useful literatures. We argue the urgent need to integrate arts and technology in subject disciplines and design STEAM projects and training module as a neo-approach for TPD. This approach is equally useful for pre-service as well as in-service school teachers to develop multidisciplinary ways of knowing and solving real world problems.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mohd Fadzil Faisae Ab. Rashid

Purpose Metaheuristic algorithms have been commonly used as an optimisation tool in various fields. However, optimisation of real-world problems has become increasingly challenging with to increase in system complexity. This situation has become a pull factor to introduce an efficient metaheuristic. This study aims to propose a novel sport-inspired algorithm based on a football playing style called tiki-taka. Design/methodology/approach The tiki-taka football style is characterised by short passing, player positioning and maintaining possession. This style aims to dominate the ball possession and defeat opponents using its tactical superiority. The proposed tiki-taka algorithm (TTA) simulates the short passing and player positioning behaviour for optimisation. The algorithm was tested using 19 benchmark functions and five engineering design problems. The performance of the proposed algorithm was compared with 11 other metaheuristics from sport-based, highly cited and recent algorithms. Findings The results showed that the TTA is extremely competitive, ranking first and second on 84% of benchmark problems. The proposed algorithm performs best in two engineering design problems and ranks second in the three remaining problems. Originality/value The originality of the proposed algorithm is the short passing strategy that exploits a nearby player to move to a better position.


1995 ◽  
Vol 88 (1) ◽  
pp. 18-22
Author(s):  
Thomas Edwards

Given the recent public mania over bungee jumping, stimulating students' interest in a model of that situation should be an easy “leap.” Students should investigate the connections among various mathematical representations and their relationships to applications in the real world, asserts the Curriculum and Evaluation Standards for School Mathematics (NCTM 1989). Mathematical modeling of real-world problems can make such connections more natural for students, the standards document further indicates. Moreover, explorations of periodic real-world phenomena by all students, as well as the modeling of such phenomena by college-intending students, is called for by Standard 9: Trigonometry.


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