A goal of K-12 science education is for learners to develop scientificliteracy. However, realizing this goal is being complicated by the availability ofabundant resources that vary strongly regarding their adherence to the Nature ofScience principles, particularly regarding socio-scientific issues, such as, forinstance, vaccination. It requires dedicated reasoning skills, often referred to ascritical thinking, to assess and value the arguments regarding such issues.To stimulate critical thinking, we investigate the use of interactive conceptcartoons. Instead of a single cartoon our instrument provides a sequence ofconcept cartoons. The cartoons are alternated with a diagram and concepts thatlearners have to place in the diagram, leading to a systems’ view on the subjectmatter.The instrument has been presented to teachers for expert review and evaluatedin three classrooms (6th grade) of one school (70 learners). In this paper, wepresent the interactive concept cartoon instrument and report on the study. Theresults indicate that learners are engaged when working with the instrument andlearn relevant knowledge regarding the subject matter and the Nature of Science.
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Thinking back and forth between observing physical phenomena and developing scientific ideas, also known as hands-on and minds-on learning, is essential for the development of scientific reasoning in primary science education. In the Netherlands, inquiry-based learning is advocated as the preferred teaching method. However, most teachers lack time and sufficient pedagogical content knowledge to adequately provide the teaching required for this. To address this problem, we designed and evaluated science and technology lessons, consisting of hands-on experiments combined with interactive diagrams, aimed at scaffolding primary school students (9–12 years) in the development of their scientific reasoning. Our proof-of-concept uses an online application, that lets students work through the lessons while alternating hands-on and minds-on activities. A study was carried out (n = 490) showing that most students successfully complete the lessons within a standard lesson timeframe. The approach enables students to effectively apply several types of scientific reasoning and to do so more autonomously than in traditional science classes.
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A goal of science education is for students to develop scientific literacy. Scientific literacy involves the acquisition of factual scientific knowledge and the ability to assess the credibility of scientific assertation. Furthermore, students should be able to include ethical considerations. Realising this goal is complicated because it requires the development of argumentation skills, content knowledge, and an understanding of Nature of Science. Teachers struggle to apply effective strategies in the classroom. Few studies have shed light on usable, effective strategies. Therefore, the research goal is to identify features that encourage students to explore socio-scientific issues. To stimulate the development of scientific literary and support teachers, a web-based educational instrument was designed. In this study, the effects and influences of its features in the context of socio-scientific issues are investigated. The instrument provides a sequence of concept cartoons alternated with an interactive diagram. The instrument is deployed in 14 classrooms in both primary and secondary schools. In this paper, we present the educational instrument and report on its practical implementation and its constituent features. The results indicate that students show active involvement during their interaction with the instrument and reveal both the merits and challenges regarding the various features.
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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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To successfully develop a system, a solid understanding of its architecture by stakeholders involved in the development of the system is key. This process is supported by System Architects, who have a profession that is often regarded as experience based. However, we argue that it is important to familiarize students with the concept of System Architecting, so that they are at least receptive of the nuances involved and potentially can continue a pathway of development towards such a role. In this paper we explore the potential use of A3 Architecture Overviews (A3AO) as an educational tool to support familiarization with Systems Engineering and Systems Architecting. The A3AO has been developed as a supportive tool to communicate a system’s architecture. It uses diagrams to model and visualize a system with different views and is intended to be printed on a physical A3 paper. It serves as a reference for, and facilitator of design discussions. Skills envisioned to be developed while using an A3AO include strict selection and visualization of information, two critical competencies to handle systems’ complexity. The A3AOs have been applied in a course on Systems Engineering at an applied University in The Netherlands and were part of the assessed deliverables. The relative free-form nature of the A3AO posed students with various dilemmas in their use, but also provided the opportunity for guided development on the envisioned competencies. We conclude that more research is required to further formalize this guided development, but we also experience that the A3AO has the potential to support systems engineering and systems architecting practices in education.
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This paper presents a mixed methods study in which 21 first-year student teachers took part that investigated learning outcomes of a modified learning by design task. The study is part of a series of studies that aims to improve student learning, teaching skills and teacher training. Design-based science challenges are reasonably successful project-based approaches for breaking down the boundaries between traditional school subjects. Previous learning outcomes of the extensively studied Learning by Design (LBD) approach demonstrated a strong positive effect on students’ skills. However, compared to traditional classroom settings, LBD provided little or no profit on (scientific) concept learning. For this, according to two preliminary studies, a lack of explicit teaching and scaffolding strategies, both strongly teacher-dependent, bears a share of responsibility. The results of this third study indicate that more emphasis on these strategies indeed strengthens concept learning without reducing positive effects on skill performance.
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In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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Interactive design is an emerging trend in dementia care environments. This article describes a research project aiming at the design and development of novel spatial objects with narrative attributes that incorporate embedded technology and textiles to support the wellbeing of people living with dementia. In collaboration with people with dementia, this interdisciplinary research project focuses on the question of how innovative spatial objects can be incorporated into dementia long-term care settings, transforming the space into a comforting and playful narrative environment that can enhance self-esteem while also facilitating communication between people living with dementia, family, and staff members. The research methodologies applied are qualitative, including Action Research. Participatory design methods with the experts by experience—the people with dementia—and health professionals have been used to inform the study. Early findings from this research are presented as design solutions comprising a series of spatial object prototypes with embedded technology and textiles. The prototypes were evaluated primarily by researchers, health professionals, academics, and design practitioners in terms of functionality, aesthetics, and their potential to stimulate engagement. The research is ongoing, and the aim is to evaluate the prototypes by using ethnographic and sensory ethnography methods and, consequently, further develop them through co-design workshops with people living with dementia.
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Within recent years, Financial Credit Risk Assessment (FCRA) has become an increasingly important issue within the financial industry. Therefore, the search for features that can predict the credit risk of an organization has increased. Using multiple statistical techniques, a variance of features has been proposed. Applying a structured literature review, 258 papers have been selected. From the selected papers, 835 features have been identified. The features have been analyzed with respect to the type of feature, the information sources needed and the type of organization that applies the features. Based on the results of the analysis, the features have been plotted in the FCRA Model. The results show that most features focus on hard information from a transactional source, based on official information with a high latency. In this paper, we readdress and -present our earlier work [1]. We extended the previous research with more detailed descriptions of the related literature, findings, and results, which provides a grounded basis from which further research on FCRA can be conducted.
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Blended learning, a teaching format in which face-to-face and online learning is integrated, nowadays is an important development in education. Little is known, however, about its affordances for teacher education, and for domain specific didactical courses in particular. To investigate this topic, we carried out a design research project in which teacher educators engaged in a co-design process of developing and field-testing open online learning units for mathematics and science didactics. The preliminary results concern descriptions of the work processes by the design teams, of design heuristics, and of typical ways of collaborating. These findings are illustrated for the case of two of the designed online units on statistics didactics and mathematical thinking, respectively.
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