Nowadays, digital tools for mathematics education are sophisticated and widely available. These tools offer important opportunities, but also come with constraints. Some tools are hard to tailor by teachers, educational designers and researchers; their functionality has to be taken for granted. Other tools offer many possible educational applications, which require didactical choices. In both cases, one may experience a tension between a teacher’s didactical goals and the tool’s affordances. From the perspective of Realistic Mathematics Education (RME), this challenge concerns both guided reinvention and didactical phenomenology. In this chapter, this dialectic relationship will be addressed through the description of two particular cases of using digital tools in Dutch mathematics education: the introduction of the graphing calculator (GC), and the evolution of the online Digital Mathematics Environment (DME). From these two case descriptions, my conclusion is that students need to develop new techniques for using digital tools; techniques that interact with conceptual understanding. For teachers, it is important to be able to tailor the digital tool to their didactical intentions. From the perspective of RME, I conclude that its match with using digital technology is not self-evident. Guided reinvention may be challenged by the rigid character of the tools, and the phenomena that form the point of departure of the learning of mathematics may change in a technology-rich classroom.
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Purpose: This paper aims to present the findings from a European study on the digital skills gaps in tourism and hospitality companies. Design/methodology/approach: Mixed methods research was adopted. The sample includes 1,668 respondents (1,404 survey respondents and 264 interviewees) in 5 tourism sectors (accommodation establishments, tour operators and travel agents, food and beverage, visitor attractions and destination management organisations) in 8 European countries (UK, Italy, Ireland, Spain, Hungary, Germany, the Netherlands and Bulgaria). Findings: The most important future digital skills include online marketing and communication skills, social media skills, MS Office skills, operating systems use skills and skills to monitor online reviews. The largest gaps between the current and the future skill levels were identified for artificial intelligence and robotics skills and augmented reality and virtual reality skills, but these skills, together with computer programming skills, were considered also as the least important digital skills. Three clusters were identified on the basis of their reported gaps between the current level and the future needs of digital skills. The country of registration, sector and size shape respondents’ answers regarding the current and future skills levels and the skills gap between them. Originality/value: The paper discusses the digital skills gap of tourism and hospitality employees and identifies the most important digital skills they would need in the future.
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Habitual behavior is often hard to change because of a lack of self-monitoring skills. Digital technologies offer an unprecedented chance to facilitate self-monitoring by delivering feedback on undesired habitual behavior. This review analyzed the results of 72 studies in which feedback from digital technology attempted to disrupt and change undesired habits. A vast majority of these studies found that feedback through digital technology is an effective way to disrupt habits, regardless of target behavior or feedback technology used.
Door aanhoudende digitalisering nemen de mogelijkheden voor data-analyse toe. In de private sector wordt hier al veelvuldig gebruik van gemaakt, maar in de publieke sector is men nog voorzichtig. Met name in het veiligheidsdomein wordt nog voorzichtig omgesprongen met technologieën zoals dashboards, big data en kunstmatige intelligentie. De reden hiervoor is de balans die bewaard moet worden tussen de soms vergaande bevoegdheden van overheden en de bescherming van burgers, die zich soms in een kwetsbare positie bevinden.
INEDIT creates an open innovation European DIT ecosystem for sustainable furniture co-creation. It channels the creativity of consumers, shapes it through designers' professional skills, and makes it viable by leveraging on the expertise of production specialists in order to deliver sustainable, smart and personalized new products in a shorter time to market. INEDIT intends to demonstrate the capacity to turn the well-known 'Do It Yourself' (DIY) approach applied by individuals within FabLabs into a professional approach named 'Do It Together' (DIT).The DIT approach will be applied by customers and professional producers, especially SMEs, for conveying higher customer satisfaction through customer-driven production. DIT is a novel approach capitalizing on the knowledge, creativity and ideas of design and engineering conceptualized by interdisciplinary stakeholders and sometimes even new actors. It is powered by existing European innovation ecosystems shaping new products across EU countries.INEDIT demonstrates the approach through four cross use cases with high societal impact: sustainable wood panels manufacturing and 3D-printing of wood, 3D printing of recycled plastic and 'smartification'.Sustainability and consideration of individual preferences, especially of women and men, will be our guiding thread. INEDIT addresses societal challenges such as contribution to reduce the amount of produced CO2 in focusing on European-wide production, creation and maintenance of EU-wide job opportunities. This will lead to new business opportunities supported by business model innovation.Moreover, these innovative networked local manufacturing competences and production facilities across the EU will solve ethical concerns within the manufacturing network. INEDIT intends to demonstrate, through its twin - digital and physical - platform, the potential innovation around social manufacturing within the circular economy in designing globally while producing locally.