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Embodied Design
Embodied design grows from the idea of embodied cognition: that the actions of the body can play a role in the development of thought and ideas.Sam McNerney "Embodied Cognition and Design: A New Approach and Vocabulary" (2013)Dor Abrahamson, and Robb Lindgren "Embodiment and Embodied Design." Accessed May 7, 2014. http://ccl.northwestern.edu/papers/2014/AbrahamsonLindgren-embodiment-and-embodied-design-in-press_.pdf (In Press) Embodied design brings mathematics to life; studying the effects of the body on the mind, researchers learn how to design objects and activities for learning.Martha W. Alibali & Mitchell J. Nathan "Embodiment in Mathematics Teaching and Learning: Evidence From Learners' and Teachers' Gestures (2011) Embodiment is an aspect of pattern recognition in all fields of human endeavor. Embodied design has an increasing role in mathematics education. Designers can use embodied cognition as a tool to study human behavior and create user-centered designs. Embodied design ...
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Paris 2010 - Le Penseur
Paris () is the Capital city, capital and List of communes in France with over 20,000 inhabitants, most populous city of France, with an estimated population of 2,165,423 residents in 2019 in an area of more than 105 km² (41 sq mi), making it the List of cities proper by population density, 30th most densely populated city in the world in 2020. Since the 17th century, Paris has been one of the world's major centres of finance, diplomacy, commerce, Fashion capital, fashion, gastronomy, and science. For its leading role in the arts and sciences, as well as its very early system of street lighting, in the 19th century it became known as "the City of Light". Like London, prior to the Second World War, it was also sometimes called Caput Mundi#Paris, the capital of the world. The City of Paris is the centre of the Île-de-France Regions of France, region, or Paris Region, with an estimated population of 12,262,544 in 2019, or about 19% of the population of France, making the ...
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Embodied Cognition
Embodied cognition is the theory that many features of cognition, whether human or otherwise, are shaped by aspects of an organism's entire body. Sensory and motor systems are seen as fundamentally integrated with cognitive processing. The cognitive features include high-level mental constructs (such as concepts and Categorization, categories) and performance on various cognitive tasks (such as reasoning or judgment). The bodily aspects involve the motor system, the perceptual system, the bodily interactions with the environment (situatedness), and the assumptions about the world built into the organism's functional structure. The embodied mind thesis challenges other theories, such as Cognitivism (psychology), cognitivism, computationalism, and Dualism (philosophy of mind), Cartesian dualism. It is closely related to the extended mind thesis, situated cognition, and enactivism. The modern version depends on insights drawn from up to date research in psychology, linguistics, cogni ...
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Pattern Recognition
Pattern recognition is the automated recognition of patterns and regularities in data. It has applications in statistical data analysis, signal processing, image analysis, information retrieval, bioinformatics, data compression, computer graphics and machine learning. Pattern recognition has its origins in statistics and engineering; some modern approaches to pattern recognition include the use of machine learning, due to the increased availability of big data and a new abundance of processing power. These activities can be viewed as two facets of the same field of application, and they have undergone substantial development over the past few decades. Pattern recognition systems are commonly trained from labeled "training" data. When no labeled data are available, other algorithms can be used to discover previously unknown patterns. KDD and data mining have a larger focus on unsupervised methods and stronger connection to business use. Pattern recognition focuses more on the s ...
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User-centered Design
User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design experiences, and what each user's learning curve may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers sat ...
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Proportionality (mathematics)
In mathematics, two sequences of numbers, often experimental data, are proportional or directly proportional if their corresponding elements have a constant ratio, which is called the coefficient of proportionality or proportionality constant. Two sequences are inversely proportional if corresponding elements have a constant product, also called the coefficient of proportionality. This definition is commonly extended to related varying quantities, which are often called ''variables''. This meaning of ''variable'' is not the common meaning of the term in mathematics (see variable (mathematics)); these two different concepts share the same name for historical reasons. Two functions f(x) and g(x) are ''proportional'' if their ratio \frac is a constant function. If several pairs of variables share the same direct proportionality constant, the equation expressing the equality of these ratios is called a proportion, e.g., (for details see Ratio). Proportionality is closely rela ...
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Manipulative (mathematics Education)
In mathematics education, a manipulative is an object which is designed so that a learner can perceive some mathematical concept by manipulating it, hence its name. The use of manipulatives provides a way for children to learn concepts through developmentally appropriate hands-on experience. The use of manipulatives in mathematics classrooms throughout the world grew considerably in popularity throughout the second half of the 20th century. Mathematical manipulatives are frequently used in the first step of teaching mathematical concepts, that of concrete representation. The second and third steps are representational and abstract, respectively. Mathematical manipulatives can be purchased or constructed by the teacher. Examples of common manipulatives include number lines, Cuisenaire rods; fraction strips, blocks, or stacks; base ten blocks (also known as Dienes or multibase blocks); interlocking linking cubes (such as Unifix); construction sets (such as Polydron and Zome ...
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Modern Elementary Mathematics
Modern elementary mathematics is the theory and practice of teaching elementary mathematics according to contemporary research and thinking about learning. This can include pedagogical ideas, mathematics education research frameworks, and curricular material. In practicing modern elementary mathematics, teachers may use new and emerging media and technologies like social media and video games, as well as applying new teaching techniques based on the individualization of learning, in-depth study of the psychology of mathematics education, and integrating mathematics with science, technology, engineering and the arts. General practice Areas of mathematics Making all areas of mathematics accessible to young children is a key goal of modern elementary mathematics. Author and academic Liping Ma calls for "profound understanding of fundamental mathematics" by elementary teachers and parents of learners, as well as learners themselves. * Algebra: Early algebra covers the approach ...
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Cognitive Load Theory
In cognitive psychology Cognitive psychology is the scientific study of mental processes such as attention, language use, memory, perception, problem solving, creativity, and reasoning. Cognitive psychology originated in the 1960s in a break from behaviorism, which ..., cognitive load refers to the amount of working memory resources used. There are three types of cognitive load: ''intrinsic'' cognitive load is the effort associated with a specific topic; ''extraneous'' cognitive load refers to the way information or tasks are presented to a learner; and ''germane'' cognitive load refers to the work put into creating a permanent store of knowledge (a schema (psychology), schema). Cognitive load theory was developed in the late 1980s out of a study of problem solving by John Sweller. Sweller argued that instructional design can be used to reduce cognitive load in learners. Much later, other researchers developed a way to measure perceived mental effort which is indicative of ...
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Problem Solving
Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as tactful behavior, fashion, or gift choices. Solutions require sufficient resources and knowledge to attain the goal. Professionals such as ...
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Rubik's Cube
The Rubik's Cube is a Three-dimensional space, 3-D combination puzzle originally invented in 1974 by Hungarians, Hungarian sculptor and professor of architecture Ernő Rubik. Originally called the Magic Cube, the puzzle was licensed by Rubik to be sold by Pentangle Puzzles in the UK in 1978, and then by Ideal Toy Company, Ideal Toy Corp in 1980 via businessman Tibor Laczi and Seven Towns founder Tom Kremer. The cube was released internationally in 1980 and became one of the most recognized icons in popular culture. It won the 1980 Spiel des Jahres, German Game of the Year special award for Best Puzzle. , 350 million cubes had been sold worldwide, making it the world's bestselling puzzle game and bestselling toy. The Rubik's Cube was inducted into the US National Toy Hall of Fame in 2014. On the original classic Rubik's Cube, each of the six faces was covered by nine stickers, each of one of six solid colours: white, red, blue, orange, green, and yellow. Some later versions ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a Heuristic (computer science), heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm ca ...
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PlayStation Move
is a motion game controller developed by Sony Interactive Entertainment. Initially released in 2010 for use with the PlayStation 3 home video game console, its compatibility was later expanded to its successor, the PlayStation 4 in 2013, its PlayStation VR platform in 2016 and the PlayStation 5 in 2020. Conceptually similar to Nintendo's Wii Remote and Microsoft's Kinect, its function is based around controller input in games stemming from the actual physical movement of the player. The Move uses inertial sensors in the wand to detect motion while the wand's position is tracked using a PlayStation Eye or PlayStation Camera. The device was generally well received by critics, but has not quite met Sony's goals for integration into the market. Hardware As with the standard PlayStation 3 wireless controllers (Sixaxis, DualShock 3), both the main PlayStation Move motion controller and the PlayStation Move navigation controller use Bluetooth 2.0 and an internal lithium-ion batt ...
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