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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Interactivity has become a crucial aspect of marketing. It allows companies to connect with their customers, often resulting in positive outcomes. Based on a literature review, this chapter discusses ten of the most pioneering tools used in interactive marketing. First it will be explained how each tool relates to the three dimensions of interactivity (active control, two-way communication, synchronicity), and insights in what dimensions are the driving forces behind each interactive marketing tool are provided. Second, results showing that research on the ten interactive marketing tools generally finds positive effects on diverse outcome variables, such as enjoyment, urges, and behavioral intentions, are discussed together with conflicting outcomes (e.g., the effect on cognition) and the potential negative effects of the tools (e.g., privacy concerns and intrusiveness). It concludes with the recommendation for marketers and researchers to collaborate and actively try out (innovative) interactive marketing tools while closely monitoring their effects.
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Secondary school physical education (PE) teachers are continuously challenged to find ways to support students learning and motivate them for an active and healthy lifestyle. To address this complexity, continuing teacher professional development (TPD) is key. Technological tools can facilitate the effective delivery of TPD in this context. Successful implementation of this technology, however, is not self-evident. Based on the general aim of effectively integrating technologies in the educational process and focusing on the needs of educators, this study examines how the evidence-based theoretical TARGET framework for creating a motivating PE learning climate might be embedded into a digital professional development tool for PE teachers, useful in everyday practice. It presents a case study in which a multidisciplinary team of researchers, designers, and end-users iteratively went through several phases of need identification, idea generation, designing, development, and testing. By using a participatory approach, we were able to collect contextualized data and gain insights into users’ preferences, requirements, and ideas for designing and engaging with the tool. Based on these insights the TPD TARGET-tool for PE teachers was ultimately developed. The most prominent characteristics of this tool are (1) the combination of an evaluative function with teaching strategy support, (2) the strong emphasis on ease of use due to the complex PE teaching context, (3) the avoidance of social comparison, and suggestions of normative judgment, and (4) the allowance for a high level of customization and teacher autonomy.
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De doelstellingen van het Interactive Virtual Math-project zijn het ontwerpen en ontwikkelen van de digitale tool voor het leren van grafieken bij dynamische contexten op de middelbare school (14-17 jaar oud) en om het gebruik van nieuwe technologieën voor leren in de klas te verkennen. Onderzoek biedt enkele didactische aanwijzingen om instructies te ontwikkelen die het leren van covariationaal redeneren ondersteunen (een belangrijke aspect bij het leren van dynamische grafieken). In deze poster presenteren we het prototype van een tool die covariationaal redeneren ondersteunt: IVM (Interactive Virtua Math) en bespreken we de didactische principes achter de tool. We gebruiken hiervoor de resultaten van een kleinschalig onderzoek met vier klassen die de tool hebben gebruikt om de werking van de tool te illustreren.
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Website van het project Interactive Virtual Math. Hier heb je toegang tot verschillende versies van de applicatie, de auteur omgeving, onderwijsmateriaal en onderzoek naar het leren met de applicatie.
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Understanding graphs representing dynamic events is a challenge for many students at all levels. And technological tools can provide support in overcoming some of these difficulties. In our research we developed a digital tool that enables students to create, modify and improve graphs from dynamic events using interactive animations and intrinsic feedback. In order to get insight about why the tool helped (or not), the students we conducted a qualitative study in which we interviewed nine students who used the tool. The results offer insight in students’ learning and thinking about dynamic graphs and how digital feedback can afford that. These results are useful for researchers, developers and teachers.
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We present a fully working prototype of NOOT, an interactive tangible system which supports (sharing of) moments of reflection during brainstorms. We discuss the iterative design process, informed by embodied situated cognition theory and by user studies in context using various versions of the prototype. Apart from a potentially useful product, NOOT served as a research-tool showing how physical materials and social interactions scaffold people’s sense-making efforts, and how technology might fit in to support this process.
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The city archives of ‘s-Hertogenbosch (the Netherlands) hold extensive World War II heritage, including diaries, letters, and photographs. To bring these stories to life an interactive exhibit was developed entitled ‘Encounters in Wartime’. This mobile, interactive exhibit, uses speech recognition technology to enable visitors to engage with three WWII-era characters through interactive dialogues. Using the four-stage conceptual model of virtual heritage preservation for visitor experience as a framework, this case study describes the design and development process of the exhibit, highlighting the challenges of applying storytelling tools and interactive technology to intangible heritage. We report on a pilot version of the exhibit, which was tested with visitors to a public event in ‘s-Hertogenbosch. The findings indicate high visitor engagement and emotional connection with the characters as a result of the digital presentation. The study concludes with practical implications for integrating interactive technology and storytelling in the context of intangible heritage.
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This paper introduces an interactive scale model as a dynamic prototyping tool for designing public displays. This work particularly focuses on a technology-enhanced model that was developed for prototyping an interactive display for the Nieuwe Kerk, a historic church building on the Dam Square in Amsterdam.
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In March 2020 schools in The Netherlands closed to contain the spread of Covid-19 virus. Shortly after, schools took to online education. The condensed setting of the Covid-19 situation provided a background to study which learning activities and tools teachers choose in online education and how they use them to promote interaction. Interaction is quintessential to learning but in online education it is not easy to provide room for interaction. Our central research question therefore is how interaction within online education activities change over time. An online longitudinal survey amongst teachers was conducted. The first four rounds took place in the early stages of the lockdowns and shortly after. In total 179 different secondary school teachers participated of whom 16 responded three rounds or more. Most teachers use tools in online education that can facilitate more interaction than necessary for the Instructional Design. This means that improving interaction in online education is more a pedagogical challenge than a technical one. It was also found that teachers who deploy Instructional Designs that require more interaction use more and different tools. However, only few of these tools seem to facilitate the interactive quality the teachers pursued. Over time we saw the interactive quality of Instructional Design and tools converge. We are in awe of the artful way in which some teachers manage to combine the possibilities of different tools to establish high interactive quality in the online learning processes they conduct.
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