We investigate how interactive representations can be used to support learners while learning about the circular motion of celestial bodies. We present the developed representation and accompanying lesson, and report on the effect.
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We developed a lesson where students construct a qualitative representation to learn how clock genes are regulated. Qualitative representations provide a non-numerical description of system behavior, focusing on causal relation-ships and system states. They align with human reasoning about system dy-namics and serve as valuable learning tools for understanding both domain-specific systems and developing broader systems thinking skills.The lesson, designed for upper secondary and higher education, is imple-mented in the DynaLearn software at Level 4, where students can model feedback loops. Students construct the representation step by step, guided by a structured workbook and built-in support functions within the software. At each step, they run simulations to examine system behavior and reflect on the results through workbook questions. To ensure scientific accuracy, the representation and workbook were evaluated by domain experts.The lesson begins with modeling how increasing BMAL:CLOCK activity enhances the transcription of PER and CRY genes through binding to the E-box. Next, students explore how mRNA production and degradation—two opposing processes—regulate mRNA levels. This is followed by modeling translation at the ribosomes, where PER and CRY proteins are synthesized and subsequently degraded, again illustrating competing regulatory process-es. Students then model how PER and CRY proteins form a complex that translocates to the nucleus, inhibiting CLOCK:BMAL binding and establish-ing a negative feedback loop. Finally, they extend their understanding by ex-ploring how CLOCK:BMAL also regulates the AVP gene, linking clock genes to broader physiological processes.
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Computers are promising tools for providing educational experiences that meet individual learning needs. However, delivering this promise in practice is challenging, particularly when automated feedback is essential and the learning extends beyond using traditional methods such as writing and solving mathematics problems. We hypothesize that interactive knowledge representations can be deployed to address this challenge. Knowledge representations differ markedly from concept maps. Where the latter uses nodes (concepts) and arcs (links between concepts), a knowledge representation is based on an ontology that facilitates automated reasoning. By adjusting this reasoning towards interacting with learners for the benefit of learning, a new class of educational instruments emerges. In this contribution, we present three projects that use an interactive knowledge representation as their foundation. DynaLearn supports learners in acquiring system thinking skills. Minds-On helps learners to deepen their understanding of phenomena while performing experiments. Interactive Concept Cartoons engage learners in a science-based discussion about controversial topics. Each of these approaches has been developed iteratively in collaboration with teachers and tested in real classrooms, resulting in a suite of lessons available online. Evaluation studies involving pre-/post-tests and action-log data show that learners are easily capable of working with these educational instruments and that the instruments thus enable a semi-automated approach to constructive learning.
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In the context of developing mentor teachers' use of supervisory skills, two consecutive studies were conducted, using stimulated recall. Firstly, with eight participants, an instrument was developed to categorize contents of interactive cognitions. Secondly, with 30 participants, the instrument was applied to uncover contents of mentor teachers' interactive cognitions, before and after training in supervisory skills. After training, mentor teachers demonstrate an increased awareness of their use of supervisory skills. This indicates that mentor teachers not only seem to emphasize pupil learning and needs when conducting a mentoring dialogue, but simultaneously focus on their own supervisory behaviour.
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This article examines two areas of tension within environmental ethics literature and relates them to the case study of the animal representation in the Dutch media. On the one hand, there is a tension between those who propagate clear division between anthropocentric and non-anthropocentric views; on the other hand, there is a tension between the land ethics perspective and animal right proponents. This article examines the media representation of animals using content analysis, and links the findings back to the areas of tension within environmental ethics. The main findings indicate that the division between anthropocentric and ecocentric perspectives is still relevant for evaluating the human-animal relations, while the convergence of the land ethics and animal rights perspectives can be helpful in explaining why this division is relevant. This is a post-peer-review, pre-copyedit version of an article published in "Environmental Processes".The final authenticated version is available online at: https://doi.org/10.1007/s40710-014-0025-7 https://www.linkedin.com/in/helenkopnina/
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This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
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Humans use metaphors in thinking. Most metaphors are visual. In processing information stimuli the mind depends partly on visual codes. Information is processed and stored through two channels: one for non-verbal information and another for verbal information. The two different areas of information in the brain are interconnected. The information is stored in patterns that form an inner representation of how individuals perceive their reality and their self. The active processing of new information, remembering and the self-image are related phenomena, that influence each other, sometimes leading to biased interpretation or even reconstruction of contents in each of these areas. Imagination, expectations and anticipations of the future and memories are the more active manifestations of this process. In this process mimesis plays an important role. Mimesis is the imitation of reality in play, story-telling or creating images of how things should look like in the future. Through mimesis people can anticipate on roles in social life, or appropriate experiences from someone else and relate them to one’s own life story. When this happens the information is related to the self through processes of association and becomes ‘Erfahrung’.
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This article aims to gauge students’ perceptions of the Dutch Party for Animals (PvdD) in order to reflect on the political representation of nonhumans (animals). The support for political representation of nonhumans is based on the ethical underpinning of deep ecology; growing recognition of the importance of sustainability; and increased societal support for animal rights and welfare. This article reflects on these developments using Bachelor students’ assignments from a Sustainable Business course, which asked them to reflect on the underlying principles of the PvdD. Student assignments indicate that educational efforts targeted at fostering ecological citizenship have a positive effect on the recognition and acceptance of ecocentric values. https://doi.org/10.30560/sdr.v1n1p11 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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An essential condition to use mathematics to solve problems is the ability to recognize, imagine and represent relations between quantities. In particular, covariational reasoning has been shown to be very challenging for students at all levels. The aim of the project Interactive Virtual Math (IVM) is to develop a visualization tool that supports students’ learning of covariation graphs. In this paper we present the initial development of the tool and we discuss its main features based on the results of one preliminary study and one exploratory study. The results suggest that the tool has potential to help students to engage in covariational reasoning by affording construction and explanation of different representations and comparison, relation and generalization of these ones. The results also point to the importance of developing tools that elicit and build upon students' self-productions
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This article aims to gauge students’ perceptions of the Dutch Party for Animals (PvdD) in order to reflect on the political representation of nonhumans (animals). The support for political representation of nonhumans is based on the ethical underpinning of deep ecology; growing recognition of the importance of sustainability; and increased societal support for animal rights and welfare. This article reflects on these developments using Bachelor students’ assignments from a Sustainable Business course, which asked them to reflect on the underlying principles of the PvdD. Student assignments indicate that educational efforts targeted at fostering ecological citizenship have a positive effect on the recognition and acceptance of ecocentric values. https://doi.org/10.1163/15685306-00001660 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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