scholarly journals A Systematic Review on Task Design in Dynamic and Interactive Mathematics Learning Environments (DIMLEs)

Mathematics ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. 399
Author(s):  
Mustafa Cevikbas ◽  
Gabriele Kaiser

Task design constitutes a growing core of research in mathematics education. In particular, task design in Dynamic and Interactive Mathematics Learning Environments (DIMLEs) has become very popular, although it remains under-researched. This study aims to systematically analyze the current state of research on task design in DIMLEs. The literature was searched through the Web of Science, and 10 articles were included in the review. Results show that the majority of research studies were undertaken in Asia, with a focus on secondary and higher education. Studies used design-based research, case study, and grounded theory. Most studies were carried out in the domain of geometry, followed by algebra and calculus. Most researchers used GeoGebra as a DIMLE. The studies used different frameworks and contributed to the literature by developing and testing design principles, problematizing task design, and extending existing frameworks. There are also some reported challenges concerning task design in DIMLEs, such as students’ negative attitudes and beliefs and being inexperienced or unfamiliar with DIMLEs. E-assessment issues also created problems, as well as students’ poor mathematical background and time-consuming activities for teachers and students. Overall, the results indicate that further studies are needed on task design in DIMLEs.

2017 ◽  
Vol 1 (2) ◽  
pp. 396-408
Author(s):  
Jonas Christen

The legion camp “Vindonissa” in Switzerland is considered one of the most important roman sites north of the alps. Research there has been going on for over a century and reconstructive drawings have always been a way to showcase scientific findings of the site, the earliest of them dating back as far as 1909.In 2015, it was decided to produce a new series of illustrations. The whole camp and its surrounding settlements had to be constructed as hand-generated 3D models, allowing for quick changes during the reconstructive process and flexibility in future adaptations. Topographical data, archaeological plans as well as building profiles provided by experts were the basis for the model.The main focus was on a general impression of the camp and not on individual buildings but some landmarks as the newly postulated circus were crafted with a higher level of detail as they are the topic of scientific discourse and it helps the discussion if they have a certain fidelity. The circus also serves as a good example for the value of the imaging process in research: Only after trying to fit it into the topography it was noted that it would overlap with a street that was previously thought to run through this area. In the discussion between archaeologists and illustrators a new path for the street was chosen that fits into the landscape and is scientifically acceptable.The new series of illustrations was originally published in the annual report of the archaeological society Vindonissa. The resulting model represents the current state of research but mainly serves as a starting point for future discussion: All buildings are constructed so that they can easily be adapted for real-time use and a Virtual Reality application is the logical next step for its use. 


Author(s):  
Steffen Liebig

In August 2011, England experienced the most serious rioting since 30 years. The unrest started two days after the fatal police shooting of Mark Duggan in Tottenham and quickly spread to other cities. This article opens with a brief sketch of the recent history of rioting in England from 1980-2010 and a comparison of previous riots with the ones in 2011. Subsequently, a more extensive overview of the current state of research focusing on triggers and structural roots of the 2011 riots and a local case study of Greater Manchester are presented. It is argued that broader social reasons (e .g . deprivation), consumerism, policing, male behavior and racialised conflicts constitute the overall causes for the latest riots. Moreover, the article looks at the riots in the context of class. Unlike the well-known ‘underclass’ discourse, the article applies a non-pejorative understanding of class: From this perspective, the 2011 riots are interpreted as a symptom of an ongoing fragmentation of social conflicts. Wide ranges of people are no longer represented by organizations like unions nor do they trust in welfare or state institutions or organise in conventional ways. This results in non-normative collective action beyond established institutions as well as new forms of how class struggles and social conflicts articulate themselves.


2018 ◽  
Vol 13 (1) ◽  
pp. 1-9
Author(s):  
Fasiha Fatmawati ◽  
Heri Retnawati

The achievement of students' mathematics learning is strongly influenced by how the learning process takes place in the classroom. But, that is not the only factor that could affect learning achievement. This research aimed to describe the advantages of learning in three schools in Indonesia with highest score in TIMSS 2015 which exceed international standard score. Participants in this case study research were teachers and students from the three elementary schools, that are SD N Gunungsaren, SD N Kentungan, and SD N Semanu III in Yogyakarta Province, Indonesia. Data triangulation had been conducted to test the validity of data collected by observation, in-depth interviews, and documentation. From the result, it can be concluded that the process of mathematics learning in the three schools implemented by involving students actively in learning activities. Each school had advantage that support the implementation of learning activities. SD N Semanu III supported by the completeness of the facilities in schools in the form of projectors that teachers use well in learning. The success of student learning in SD N Kentungan supported by parents’ involvement which providing support and facilitate children’s learning. Meanwhile, the success of learning in SD N Gunungsaren supported by teacher creativity factors developed through teacher training activities that applied in classroom.


2020 ◽  
Vol 8 (5) ◽  
pp. 328 ◽  
Author(s):  
Michael O’Byrne ◽  
Bidisha Ghosh ◽  
Franck Schoefs ◽  
Vikram Pakrashi

This paper investigates the role that virtual environments can play in assisting engineers and divers when performing subsea inspections. We outline the current state of research and technology that is relevant to the development of effective virtual environments. Three case studies are presented demonstrating how the inspection process can be enhanced through the use of virtual data. The first case study looks at how immersive virtual underwater scenes can be created to help divers and inspectors plan and implement real-world inspections. The second case study shows an example where deep learning-based computer vision methods are trained on datasets comprised of instances of virtual damage, specifically instances of barnacle fouling on the surface of a ship hull. The trained deep models are then applied to detect real-world instances of biofouling with promising results. The final case study shows how image-based damage detection methods can be calibrated using virtual images of damage captured under various simulated levels of underwater visibility. The work emphasizes the value of virtual data in creating a more efficient, safe and informed underwater inspection campaign for a wide range of built infrastructure, potentially leading to better monitoring, inspection and lifetime performance of such underwater structures.


2021 ◽  
Author(s):  
◽  
Fatimah Mohammed Alsaif

<p>Learning environments are important spaces because these are where primary school children spend many hours. These environments can vary from single cell classrooms to modern open plan learning studios. As the design of these learning environments can affect the learning outcomes of students, their design and the design process behind them are important fields of investigation. Involving the users of learning environments in the design process is an important factor to be considered. Studies overseas stress the importance of involving teachers and students in the design process of learning environments. However, studies about learning environments in New Zealand show less consideration for the internal layout of classrooms and the involvement of users in their design process. Thus, this thesis studies and compares the design process behind learning environments in New Zealand with those overseas and the effect of this involvement on the design of primary school internal learning spaces, specifically classrooms. The aim of this thesis is create an understanding of the design process behind primary school classroom learning environments in New Zealand.  To achieve the aim, this thesis undertakes five phases of study. The first phase is surveying primary school teachers and architects who design educational spaces, about the design and design process of learning environments in New Zealand. The survey results show that both teachers and architects support participatory design in schools and wish for more student user involvement. The second phase is a trial using social media to encourage more teacher and student participation in designing learning environments. Wordpress and Facebook groups were used for this experiment and teachers and students of primary schools in New Zealand were invited to participate. The trial result appears to indicate that social media does not work in encouraging students and teachers in thinking about the design of learning environments in general without having a specific project as a focus. The third phase is a workshop gathering five teachers and one architect to discuss the detail of the design process behind learning environments in New Zealand. The workshop result suggests that again participants support participatory design but suggest the need for guidance on how to do this, possibly from the Ministry of Education. The fourth phase is a case study of the early stages of a re‐build project for Thorndon Primary School in Wellington city. The case study included interviews, focus groups, observations, and collecting documentation. The main conclusion from the case study is that all parties to the project were in support of participatory design but would have benefitted from guidance as the whole design process and user involvement in it is unclear. The last phase is also case studies but here the focus is on the design process for rearranging the internal layout of two classrooms in two primary schools in Wellington city. The case studies covered observing the involvement of students in the design process, some classroom and brainstorming sessions, and interviews with teachers. The main result of this phase is the observation that students enjoy working on the design of their own environments and that they are able and ready to work as part of such a design process.  The key conclusions of this thesis are that all parties involved in this research supported user participation in the design process, but in all the cases investigated there is almost no proper participatory design; students enjoy designing their learning environments and that enjoyment makes them belong and connect to these more; and proper preliminary guidelines for participatory design in learning environments could improve and encourage user involvement in designing learning environments in New Zealand.</p>


Author(s):  
Richard W. Benfield

Abstract This introductory chapter reviews the current state of research in garden tourism before describing the structure of the book. It also highlights some recent garden openings, new garden audiences, and new initiatives and new uses in existing gardens. A case study is presented of the Missouri Botanical Garden as an example of one garden that is combining new initiatives to attract visitors.


Author(s):  
José Vale ◽  
Rui Bertuzi ◽  
Albertina Paula Monteiro

This chapter analyzes research in social responsibility (SR) reporting in higher education institutions (HEI), addressing different aspects: a longitudinal assessment, the theoretical approaches, the adopted methodologies, and its main results. A systematic literature review is undertaken. To do so, the ISI Web of Knowledge and Scopus databases were used to retrieve the articles for analysis. The articles were limited to business and management research area. Findings show that literature on SR reporting in HEIs is still in its infancy and it is very heterogeneous, with only 24 articles addressing this theme. Most articles resorted to qualitative methodologies, emphasizing the case study. Findings also show a lack of normalization regarding reporting. Stakeholders' theory and the seek for legitimacy are crucial in SR disclosing in HEIs. Several contributions emerge, namely the provision of a comprehensive review of the current state of research on SR reporting in HEIs and, consequently, a call for increasing the awareness of such organizations towards the importance of this theme.


2011 ◽  
Vol 63 (4) ◽  
pp. 364-381 ◽  
Author(s):  
Dan Tamir

AbstractDuring the 1920s and 1930s, fascist movements and groups flourished all around the world. Relying on Robert Paxton's postulate that the emergence of a fascist movement is an inherent part of modern societies with mass politics, this article examines the probable existence of such a fascist movement in the Hebrew society in Palestine of the time. After a short introduction of concepts of generic fascism and a review of the current state of research into the subject, the article discusses some aspects and characteristics of generic fascism which are specifically significant to this case study.


2021 ◽  
Author(s):  
◽  
Fatimah Mohammed Alsaif

<p>Learning environments are important spaces because these are where primary school children spend many hours. These environments can vary from single cell classrooms to modern open plan learning studios. As the design of these learning environments can affect the learning outcomes of students, their design and the design process behind them are important fields of investigation. Involving the users of learning environments in the design process is an important factor to be considered. Studies overseas stress the importance of involving teachers and students in the design process of learning environments. However, studies about learning environments in New Zealand show less consideration for the internal layout of classrooms and the involvement of users in their design process. Thus, this thesis studies and compares the design process behind learning environments in New Zealand with those overseas and the effect of this involvement on the design of primary school internal learning spaces, specifically classrooms. The aim of this thesis is create an understanding of the design process behind primary school classroom learning environments in New Zealand.  To achieve the aim, this thesis undertakes five phases of study. The first phase is surveying primary school teachers and architects who design educational spaces, about the design and design process of learning environments in New Zealand. The survey results show that both teachers and architects support participatory design in schools and wish for more student user involvement. The second phase is a trial using social media to encourage more teacher and student participation in designing learning environments. Wordpress and Facebook groups were used for this experiment and teachers and students of primary schools in New Zealand were invited to participate. The trial result appears to indicate that social media does not work in encouraging students and teachers in thinking about the design of learning environments in general without having a specific project as a focus. The third phase is a workshop gathering five teachers and one architect to discuss the detail of the design process behind learning environments in New Zealand. The workshop result suggests that again participants support participatory design but suggest the need for guidance on how to do this, possibly from the Ministry of Education. The fourth phase is a case study of the early stages of a re‐build project for Thorndon Primary School in Wellington city. The case study included interviews, focus groups, observations, and collecting documentation. The main conclusion from the case study is that all parties to the project were in support of participatory design but would have benefitted from guidance as the whole design process and user involvement in it is unclear. The last phase is also case studies but here the focus is on the design process for rearranging the internal layout of two classrooms in two primary schools in Wellington city. The case studies covered observing the involvement of students in the design process, some classroom and brainstorming sessions, and interviews with teachers. The main result of this phase is the observation that students enjoy working on the design of their own environments and that they are able and ready to work as part of such a design process.  The key conclusions of this thesis are that all parties involved in this research supported user participation in the design process, but in all the cases investigated there is almost no proper participatory design; students enjoy designing their learning environments and that enjoyment makes them belong and connect to these more; and proper preliminary guidelines for participatory design in learning environments could improve and encourage user involvement in designing learning environments in New Zealand.</p>


2015 ◽  
Vol 2 (1) ◽  
pp. 7-12 ◽  
Author(s):  
Ido Roll ◽  
Philip H. Winne

Self-regulated learning is an ongoing process rather than a single snapshot in time. Naturally, the field of learning analytics, focusing on interactions and learning trajectories, offers exciting opportunities for analyzing and supporting self-regulated learning. This special section highlights the current state of research in the intersect of self-regulated learning and learning analytics, bridging communities, disciplines, and schools of thoughts. In this editorial, we introduce the papers and identify themes and challenges in understanding and support self-regulated learning in interactive learning environments.


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