[Paper abstract]: The aims of the Interactive Virtual Math-project are to design and develop a digital tool for learning covariation graphs at high school (14-17 years old students) and to explore the use of new technologies for learning in classroom. Research provides some didactical directions to develop instruction that supports the learning of covariational reasoning. For instance, engaging students in the mental activity to visualize a situation and construct relevant quantitative relationships should be prior to determining formulas or graphs. Also, learners can be helped to focus on quantities and generalizations about relationships, connections between situations, and dynamic phenomena. Digital tools can be designed in order to meet these and other didactical requirements. In this talk we present the prototype of such tool: IVM (Interactive Virtua Math) and discuss the didactical principles behind the tool. We use results of a small scale experiment at secondary and tertiary education involving four classes and their students and teachers that used IVM during one lesson to illustrate the working of the tool and the challenges of developing digital didactical tools for learning mathematics. This abstract is submitted to the workgroep didactic considerations with respect to digital tools for the teaching of mathematics.
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This paper explores how a Bildung-making approach underpinned by embodied pedagogy and didactics can contribute to a learner becoming a person and a teacher’s development of artistry. We argue that the existing Cartesian divide between mind and body can explain the fundamental differences in how teachers and learners perceive Bildung within the Dutch educational system: either as an ‘academic’ phenomenon (for ‘the head’) or as vocational (for ‘the hand’). In this study, Dutch (pre)vocational teachers designed and co-created Bildung prototypes in professional learning communities (PLCs) and classrooms. The teachers used ‘real life’ questions from their teaching practices as their departure point to develop Bildung-making. The results of the study show that when Bildung education becomes an embodied maker’s process, it enables learners to transcend barriers to educational equity. Co-created enjoyment and social emotional learning come to the foreground during Bildung-making, thus fostering inclusive education.
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I intend to do an action research on how I can improve educating teachers by means of training them in reflective skills through Socratic Dialogue. In order to be able to meet demands posed to student teachers by the recently introduced changes in higher professional education in the Netherlands and also the didactics of new learning introduced at junior vocational education, they need to develop into Self-Directed Learners. We should help them equip themselves with more than just the necessary reflective skills. We should induce and facilitate the birth of genuine need to reflect. They should leave this education able to make justified choices for learning in their professional careers. And they should leave with a genuine curiosity and interest in other ways of thinking than their own. Having realized the importance and value of an open dialogue they will become self-conscious thinkers and practitioners who know how to learn to look and wonder about what they see. In the present situation, the students are asked to reflect on all sorts of items and situations connected with their study career and their school practice. Various models are offered to them (Korthagen, Hendriksen) in the hope that by reflecting, they will learn how to reflect. And they certainly do, to a certain extent. But what this extent is and how long it will be perpetrated after they leave the school is less certain. But the genuine need to reflect remains untouched upon. This can be done by means of training in Socratic Dialogue and training in facilitating one.
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.
KnowledgeFlows in Marine Spatial Planning - Sharing Innovation in Higher Education(KnowledgeFlows) aims at further enforcing the European higher education community to meet the growing demands for knowledge, skills and innovation within the still emerging field of marine or maritime spatial planning (MSP).Marine Spatial Planning (MSP) is an emerging governmental approach towards a more effective use of the sea. MSP is of great interest in Europe and can be considered a societal process to balance conflicting interests of maritime stakeholders and the marine environment. Many different activities take place at sea, ranging from shipping, fisheries, to offshore wind energy activities. Simultaneously, new and evolving policies focus on strategies to integrate different marine demands in space and resources. MSP is now legally binding in the EU and is much needed approach to manage and organize the use of the sea, while also protecting the environment.KnowledgeFlows will contribute to the development of new innovative approaches to higher education and training on MSP by means of problem-based learning schemes, transdisciplinary collaboration, and advanced e-learning concepts. KnowledgeFlows builds on results from former project outputs (Erasmus+ Strategic Partnership for Marine Spatial Planning SP-MSP), such as the online learning platform MSP Education Arena (https://www.sp-msp.uol.de).The strategic partnership consists of a transnational network of experts both in research and in practice based in the north Atlantic, Baltic Sea and North Sea Regions including Aalborg University (DK, lead partner), The University of Oldenburg (D), the University of Liverpool (U.K.), the University of Nantes (F), the Leibniz Institute for Baltic Sea Research (D), the Breda University of Applied Sciences (NL), University of Ulster (U.K.), and the Finnish Environment Institute (FI). Gothenburg University, also being a higher education organisation, will be associated partner.Furthermore, three international organisations, the Marine Spatial Planning Research Network, the Baltic inter-governmental VASAB and the pan-Nordic Nordregio will be involved in the partnership as associated organisations deeply rooted in the MSP community of practice.The further improvement of curricula, exchange of knowledge and experts, and transparency and recognition of learning outcomes to reach higher qualifications in MSP are key components of KnowledgeFlows. A mutual learning environment for MSP higher education will enable problem-driven innovation among students and their educators from research and governance also involving stakeholders. Related activities on intellectual outputs, multiplier events and lecturing will be carried out by all participating organisations.The intellectual outputs are related to three major contributions to the European higher education landscape:1) an advanced level international topical MSP course (Step-up MSP)2) digital learning facilities and tools (MSP Education Arena)3) designing problem-based learning in MSP (MSP directory)The advanced level inter-institutional topical MSP course will include different teaching and training activities within a problem-based learning environment. Digital learning facilities enabling communication and training will include a further enrichment of the MSP Education Arena platform for students, practitioners and lecturers for including modules forcollaborate learning activities, documentation and dissemination, mobilisation/recruitment, thesis opportunities, placements/internships. Designing problem-based learning in MSP will include topics as; the design of didactics and methods; guidance for lecturers, supervisors and students; evaluation and quality assurance; assessment.Five multiplier events back to back or as part of conferences within the MSP community will be organised to mainstream the outputs and innovative MSP didactics among other universities and institutions.Different teaching and training activities feeds into the intellectual output activities, which will include serious gaming sessions (MSP Challenge (http://www.mspchallenge.info/) and others), workshops, excursions, courses/classes as well as a conference with a specific focus on facilitating the exchange of innovative ideas and approaches among students at bachelor´s, master´s and doctoral level and the MSP community of practice.Project management meetings (twice a year) will assure coherence in project planning and implementation. As the core focus of the strategic partnership is on collaboration, mutual learning, and innovation among educators, students, and practitioners in order to meet actual and future needs regarding knowledge exchange and training within the MSP community, the project will be designed to have long lasting effects.Results