To reach for abstraction is a major but challenging goal in mathematics education: teachers struggle with finding ways how to foster abstraction in their classes. To shed light on this issue for the case of geometry education, we align theoretical perspectives on embodied learning and abstraction with practical perspectives from in-service teachers. We focus on the teaching and learning of realistic geometry, not only because this domain is apt for sensori-motor action investigations, but also because abstraction in realistic geometry is under-researched in relation to other domains of mathematics, and teachers’ knowledge of geometry and confidence in teaching it lag behind. The following research question will be addressed: how can a theoretical embodied perspective on abstraction in geometry education in the higher grades of primary school inform current teacher practices? To answer this question, we carried out a literature study and an interview study with in-service teachers (n = 6). As a result of the literature study, we consider embodied abstraction in geometry as a process of reflecting on, describing, explaining, and structuring of sensory-motor actions in the experienced world through developing and using mathematical artifacts. The results from the interview study show that teachers are potentially prepared for using aspects of embodied learning (e.g., manipulatives), but are not aware of the different aspects of enactment that may invite students’ abstraction. We conclude that theories on embodiment and abstraction do not suffice to foster students’ abstraction process in geometry. Instead, teachers’ knowledge of embodied abstraction in geometry and how to foster this grows with experience in enactment, and with the discovery that cognition emerges to serve action.
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Abstraction is considered an essential aspect of computational thinking. Primary schools are starting to include computational thinking into the curriculum. However, in order to guide their support, teachers need to know how to recognize abstraction. In this paper, we present how we can observe abstraction in young children tasked with solving an algorithmic assignment. In order to operationalize abstraction, we have used the layers of abstraction (LOA) model by Perrenet, Groote and Kaasenbrood. This model was originally used in the field of computer science and describes programming behavior at the level of software development, but has since been extended for use in primary education. We have operationalized this model for use with 5 to 6 year old students tasked with programming an educational robot. Their behavior has been related to each of the four layers of abstraction.Students were individually instructed with programming Cubetto, an educational robot, to reach a number of destinations, increasing in the level of algorithmic complexity. We analyzed audio and video recordings of the students interacting with Cubetto and a teacher. Verbal and non- verbal behavior were categorized by two researchers and resulted in an observation schema.We conclude that our operationalization of the LOA model is promising for characterizing young students’ abstraction. Future research is needed to operationalize abstraction for older primary school students.
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The concept of intermediate-level knowledge is increasingly used in interaction design research and media architecture. Recently it has been proposed that intermediate-level knowledge is better actionable to designers when it is conveyed on multiple levels of abstraction. This paper shares an approach-in-the-making to generate and disseminate knowledge in line with this proposition. We describe an ongoing exploratory case in which the aim is to generate actionable insights with regards to promoting neighborhood resilience through media architecture. In our approach we explicate knowledge on three levels of abstraction: design examples (most concrete), a framework (most abstract) and design strategies (in between design examples and framework). We discuss how the roles of these levels of abstraction are distinct when either generating or disseminating knowledge. We conclude our paper by looking ahead. As our research team will start to engage with partners in social design, architecture and urban planning, we will explore how our multi-level approach to intermediate-level knowledge is fruitful in generating actionable insights for a more interdisciplinary audience.
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Background and Context: In order to fully include learners with visual impairments in early programming education, it is necessary to gain insight into specificities regarding their experience of and approach to abstract computational concepts. Objective: In this study, we use the model of the layers of abstraction to explore how learners with visual impairments approach the computational concept of abstraction, working with the Bee-bot and Blue-bot. Method: Six blind and three low vision learners from the elementary school level were observed while completing programming assignments. Findings: The model of the layers of abstraction, can overall be generalized to learners with visual impairments, who engage in patterns that reflect iterative actions of redesigning and debugging. Especially our blind learners use specific tactile and physical behaviors to engage in these actions. Implications: Ultimately, understanding such specificities can contribute to inclusive tailored educational instruction and support.
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With artificial intelligence (AI) systems entering our working and leisure environments with increasing adaptation and learning capabilities, new opportunities arise for developing hybrid (human-AI) intelligence (HI) systems, comprising new ways of collaboration. However, there is not yet a structured way of specifying design solutions of collaboration for hybrid intelligence (HI) systems and there is a lack of best practices shared across application domains. We address this gap by investigating the generalization of specific design solutions into design patterns that can be shared and applied in different contexts. We present a human-centered bottom-up approach for the specification of design solutions and their abstraction into team design patterns. We apply the proposed approach for 4 concrete HI use cases and show the successful extraction of team design patterns that are generalizable, providing re-usable design components across various domains. This work advances previous research on team design patterns and designing applications of HI systems.
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Our approach builds on both the design traditions of participatory design and embodiment. We attempt to connect these traditions to the existing body of knowledge on persuasion. First we describe some basic theoretical concepts and infer how they influence persuasive design. Then we present a basic framework with which we intend to address the different abstraction layers involved. Finally, we discuss the principal differences and meeting areas between the disciplines of design and communication, ending up with some considerations for a persuasion toolbox that is intended to help communication professionals and designers effectively design behavior change interventions that fit the messy lives of people in the real world
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Author supplied: Teaching software architecture (SA) in a bachelor computer science curriculum can be challenging, as the concepts are on a high abstraction level and not easy to grasp for students. Good techniques and tools that help with addressing the challenging SA aspects in a didactically responsible way are needed. In this tool demo we show how we used the software architecture compliance checking tool HUSACCT for addressing various concepts of SA in our courses on software architecture. The students were introduced to architectural reconstruction and architecture compliance checking, which helped them to gain important insights in aspects such as the relation between architectural models and code and the specification of dependency relations between architecture elements as concrete rules.
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Despite the existence of various methods and abstraction techniques to reduce the privacy risk of process models generated by process mining algorithms, it is unclear how process mining stakeholders perceive privacy violations. In this pilot-study various process model visualisations were shown to 6 stakeholders of a travel expense claim process. While changing the abstraction levels of these visualisations, the stakeholders were asked whether they perceived a violation of their privacy. The results show that there are differences in how individual stakeholders perceive privacy violations of process models generated via process mining algorithms. Results differ per type of visualization, type of privacy risk reducing methods, changes of abstraction level and stakeholder role. To reduce the privacy risk, the interviewees suggested to include an authorization table in the process mining tool, communicate the goal of the analysis with all stakeholders, and validate the analysis with a privacy officer. It is suggested that future research focuses on discussing and validating process visualisations and privacy risk reducing methods and techniques with various process mining stakeholders in organisations. This is expected to reduce perceived violations and prevents developing techniques that are aimed at reducing privacy risk but are not considered as such by stakeholders.
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Innovating physical products can be seen as systems engineering at a higher abstraction level. It spans multiple domains and focuses not on developing the product, but realising the complete innovation. In our new approach, we focus on the four most important domains of physical product innovation: market, technology, production and business. Technology Innovation Processes (TIP) is a newly developed, flexible and pragmatic data-informed decision approach that helps innovation managers to navigate through the early stages of a blue-ocean innovation process, where not much is known.
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Athor supplied : "This paper describes an agent-based architecture for domotics. This architecture is based on requirements about expandability and hardware independence. The heart of the system is a multi-agent system. This system is distributed over several platforms to open the possibility to tie the agents directly to the actuators, sensors and devices involved. This way a level of abstraction is created and all intelligence of the system as a whole is related to the agents involved. A proof of concept has been built and functions as expected. By implementing real and simulated devices and an easy to use graphical interface, all kind of compositions can be studied using this platform."
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