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8/6/2019 FMP Proposal Eveline Brink 2009
1/19
8/6/2019 FMP Proposal Eveline Brink 2009
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
2
8/6/2019 FMP Proposal Eveline Brink 2009
3/19
FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
3
Vision
I am a user-centred designer; to create successful prod-
ucts I do not only work for but also with the user. My
slogan is: design is creang new experiences. I want
to give a product more value through rich (tangible) in-
teracons, t it to the user and the context and make
it meaningful to the user. To achieve this I involve the
user many mes and make sure the design is a balance
between funcon, form and interacon.
To achieve a well balanced design I have a hands-on
approach:
- quickly create working prototypes (and test them)
- explore and experiment (myself and (with) the users)
- keep reecng on decisions (involve extern experts)
I am visually oriented; I prefer to communicate by visu-
als instead of words. For me an experience is highly
inuenced by vision. In my design I focus a lot on the
visual appearances, make sure they feel right and
make sure it is clear, focussed, pleasant and funconal.
To achieve this experimenng and feedback are very
important, but also understanding peoples percepon
and know the rules.
I am interested in working with young users. It is a true
challenge to get useful feedback from them, under-
stand their percepon of the environment and com-
municate on the same level with them (I previously
researched longitudinal use of an open-ended game
MoZo (picture 1). I like to design for them, help them
with their development in a playful way (prevent prob-
lems in their future) and I like their world (I have no
problem to enter their world). To communicate with
them it is useful to use visuals.
Picture 1: longitudinal test of the open-ended game: MoZo,
object which make sound when they move.
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
4
Design opportunity
I also like math, work with numbers, structure things,
solve problems and also help others understand math
and physics. During teaching I always used the theory
acve learning. I experienced the eciency of this the-
ory by myself during my language problems because of
my Dyslecc.
Acve learning means for me that you learn faster
when you have a more rich experience, the related ex-
perience smulates mulple senses acvely and has a
high impact on you. People learn by making mistakes
(learn how not to do it) and by having posive experi-
ences (learn one way of doing it right). Besides under-
standing the experience, it is relevant to remember the
previous experience (learning moment), and by making
this experience more rich it is easier to remember.
In the Netherlands there is a growing concern and a
public debate [Volkskrant 2009] about the quality of
Math of the primary educaon. The KNAW researched
[KNAW 2009] the condions and concluded that the
childrens mathemacal prociency needs improve-
ment.
In the coming semester I will start my Final Master
Project (FMP) with the goal (gure 1) to help children
with their math problems through acve learning. This
is also inspired by my own experiences when I was a
child (remedial teaching for languages was a night-
mare).
Help with automazing mulplicaon table at school (age of 8-9 years).
Help the child with developing, by realizing visually interacve products
through close user-involvements. Help learning by acve learning
and make sure the child goes from circle of failure to circle of success.
Figure 1: visual where my
project is located
myproject
8/6/2019 FMP Proposal Eveline Brink 2009
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
5
Project
I propose to design a product that helps children with
automazing the mulplicaon table. Automazaon
means that children understand a mulplicaon sum
and know how to solve the sum correctly, but dont
know the answer directly (that could be the next lev-
el called memorizaon) [Van Luit]. Automazing is a
problem in the Dutch educaon and the reason why
children dont keep up. Most teachers underesmate
the importance of automazing and the math methods
menon the importance but dont provide the me
and material for it [Deamen].
I chose a clear dened context on purpose: automaz-
ing of the mulplicaon table. The mulplicaon is the
foundaon to understand and solve the math which
follows [Deamen]. I will not create a new method, but
my tool should be used as something extra next to the
used method, so it should be method independent
[Van Luit].
The design will be a tool that support the child like a
scaold, which will enhance the calculaon powers.
This results in giving the child prolonged experience of
success and become more condent [Van Dijk].
In short the tool should be:
- Instrucve (acve learning, measure progress)
- Physical (tangible, visual and provide structure)
- Interacve (direct feedback, embodied and fun)
- Movate (playful, interacve, diverse acvies)
- Independent (no intervenon of teacher needed)
My design challenge is to movate the child and make
it instrucve. I want to make use of their will to explore
and their curiosity.
The tool should help the child from going out of the
circle of failure into the circle of success and eventually
become quicker, makes fewer mistakes and eventually
be able to calculate all by him-/herself. The tool should
know the level and reasoning of the child, by making
the nkering process visible/tangible, and use this to
steer the child, provide the right level (of abstractness
and diculty sum) and give feedback.
For now I choose the school context, it should be clear
for the child that he/she is learning mulplicaon ta-
bles at that moment. My goal is to create a new way of
playful learning which may be used in other educaon
areas or will be used as inspiraon to create more in-
teracve learning devices.
8/6/2019 FMP Proposal Eveline Brink 2009
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
6
Current maths tools are physical or computer pro-
grammes. The physical tools, like robes, cards, dices
etc., are successful because the child has an overview,
can create structures and is smulated to be acve.
The disadvantages are that the child misses guidance
(teacher is needed) and feedback about the correct-
ness of his/her acons.
On the other hand they use computer programmes,
like lile internet games [rekenweb.nl]. The computer
is a movator, gives direct feedback and one compu-
ter oers a lot of dierent tools. The disadvantages are
that the child misses the overview (posioning) and
the interacon is nothing more than clicking or typing.
My conclusion is that my tool should be physical, but
also interacve (this is linked with acve learning). Re-
lated projects are the Tagles (picture 2), Max (picture
3) and i-Blocks (picture 4).
Picture 2: Tagtiles, a tangible electronic board game for
educational purposes from Royal Philips Electronics.
Picture 3: Max, learncards with self-control
Picture 4: i-Blocks, innovative educational tool
which makes language tangible and practice fun.
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8/6/2019 FMP Proposal Eveline Brink 2009
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
8
Teaching maths
When teaching maths you start simple and slow (con-
crete) and step-by-step introduce strategies, start au-
tomizing (pracce) and become quick (abstract), illus-
trated in gure 2. To walk through this process you use
lile iteraons interacon, construcon and reecon
[Van Luit 2009].
To automaze successfully you should pracce and re-
peat maths (on the right level) each day for 5/10 min-
utes [Deamen and Van Luit]. This means that the tool
should be exible, have space to experiment (try and
check procedures) and give insights (aha-erlebnissen)
[Moerlands 1994].
Direct feedback is very important [Deamen], when the
answer is correct: compliment the child, but when the
child is wrong: let the child know the sum was too dif-
cult, so let the child feel it is not his/her fault. In case
the sum is wrong, make sure the child noces this visu-Figure 2: when learning maths you start easy and concrete
and through iterations go to difcult and absract
learning traject for mulplicaon table
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
9
ally. Go back to concrete material to let the child do
it right and eventually go back to the abstract level.
When possible administrate and analyze the mistakes
and progress, this is also useful for the teacher [Dea-
men].
Most important are the emoons of the child, the child
should be movated and get more condence [Dea-
men]. For children with low achieved maths skills this
would be the rst problem to encounter. At the mo-
ment the child has trouble with maths the child experi-
ence a circle of failure (gure 3). By having no success,
the child get less movated to work with maths and
get more behind, which cause more bad performances.
Important is to stop the circle of failure and change it
in a circle of success (gure 3) [Desoete 2008]. Very im-
portant is to have paence, build certaines and have
me to careful get more self-condence [Moerlands
1994].
circle of succes
more self-convidencemore pleasure in doing
betterperformance
more practice, concentratemore on the subject matter
positive expectationsbefief in own capacity
circle of failure
negative expectationsabout future performance
fear of failure,avoid subject
less practice, less focuson the subject matter
badperformance
goal
Figure 3:
circle of failure
and circle of succes
8/6/2019 FMP Proposal Eveline Brink 2009
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
10
Movate child
To movate the children I could think about the cat-
egories from Malone [1987] which are: challenge, cu-
riosity, control, fantasy, cooperaon, compeon and
recognion. I could focus on one or more of them to
get and keep the childs aenon. Important is to oer
challenge and give feeling of control [Hengeveld] and
keep them balanced [Verhaegh 2007].
An important movator would be the interacon,
like Verhaegh [2007] menoned aer evaluang the
Tagles (picture 2, page 6): they [children] liked the
game because it is dierent from the ones that they are
familiar with, as it diers from screen based computer
games and it is more interacve than tradional board
games.
To movate the child it is very important that the child
itself becomes a central part of the acvity, rather
than just watching something evolve like in computer
games. [Price 2003]. The tool should be driven by the
learner [Negroponte 2007]. It helps when physical ar-
tefacts and physical acons (natural and intuive [Mar-
shall 2007]) are combined. To achieve these physical
acons embodiment is also interesng to consider.
Another movator would be playful learning, make it
fun to use. According to Price [2003]: playful learning
should entail, is one where interacon with informa-
onal artefacts involves fun and where the boundaries
between play and learning are blurred. Fun is impor-
tant in learning: Fun and enjoyment are well known
to be eecve in childrens development [Clements,
1995], both supporng and deepening learning [Res-
nick, 1999] as well as facilitang engagement and mo-
vaon. [Price 2003].
Children will be more empowered through play. Play
helps the brain to develop the contextual memory
[Brown 2008] which is important for my context.
When developing a playful learning device, I should
encompass [Price 2003]: (i) fun, (ii) exploraon through
interacon (discovery), (iii) engagement (increasing at-
tenon to the acvity, concentraon and promotes
useful learning [Stoney 1999]), (iv) reecon, (v) im-
aginaon, creavity and thinking (dierent levels of ab-
stracon) and collaboraon.
Learning maths is a matter of doing it a lot
of times, so it helps when it is fun.
make it fun to motivate the child.
[Van Luit]
[Bakker]
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
11
Interacon
The values of tangible electronics for learning has been
discussed [Marshall 2007 and OMally 2004] and de-
scribed as: they can be used for shared play and learn-
ing, they are assumed to be more movang than tra-
dional learning materials and it is claimed that they
support explorave behaviour... they may be very use-
ful in helping children to solve complex abstract prob-
lems [Verhaegh 2009] like in my context.
To accomplish a rich interacon (new) technologies will
be used, this technologies should be disnguish or in-
visible, so that the technology itself is not the primary
focus for exploraon, but rather the interacon with
the tangible and their eects [Price 2003]. Through
a couple of exploraons and validaons the right ap-
pearance, acons (sensors and actuators) and tangibil-
ity should be created.
8/6/2019 FMP Proposal Eveline Brink 2009
12/19
FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
12
process
I want to realize this project by going through a cou-
ple iteraons (3 to 5), each iteraon containing user
involvement, building prototypes and reecon (use
feedback from experts), for more details look at my
planning (appendix C).
The rst iteraon will be exploring boundaries and cre-
ang empathy by just start building and experiencing
how children experience their math. In the second it-
eraon I want to use the results from the rst to gener-
ate a co-design session [Sanders 2003] or a cooperave
inquiry [Guha 2005], generate dierent concept direc-
ons and reect on this. In the third session I will use
the outcome of the user-sessions to explore the direc-
ons and use the concepts as input for lile user-tests
with children. Use the outcomes for inspiraon to de-
ne design direcons and eventually (maybe by more
iteraons) create a nal tool which is evaluated, ne
tuned and validated on the end.
To validate my decisions and results I ask feedback from
experts (the children (math and without math prob-
lems), parents, teachers, researchers and stakeholders)
and I will test everything with the help of (low-delity)
working prototypes and close user involvement. To
conclude if the child(ren) are making more progress
with the mulplicaon table I will compare their CITO-
toets results from January with July with their class-
mates.
To realize the feedback from all the dierent experts I
will use a blog on the internet. This blog makes it pos-
sible for everyone to follow my progress and also helps
me with recording my own process and creang my re-
port.
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
13
Feasibility and risks
1. Client; I try to get a client involved in my project.
2. Collect users; it is crucial I nd children to work with.
3. Collaborave or individual; to learn math [Price
2003, Stanton 2002 a,b] and do user-tests [Sturm] col-
laborave use is very important, but individual exercise
are also important [Van Luit 1999] and design for an
individual would be less complex.
4. Each child is unique; the process of learning math is
very personal [Brown 1989, Van Luit]. I should reckon
with the personal dierences of the children.
5. How much freedom will the tool provide; it is posi-
ve to have rich acon possibilies (more space for
exploraon, open-endedness [Bekker 2008]), but it is
also scary and confusing to have too much freedom
[Rozendaal].
+ =
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
14
References
Bekker, M. M., Sturm, J., Wesselink, R., Groenendaal, B.and Eggen, B. (2008). Interacve Play Objects and the
Eects of Open-Ended Play on Social Interacon and
Fun. Proceedings of ACE08.
Brown, J.S., Collins, A. and Duguid, P. (1989). Situated
Cognion and the Culture of Learning. Educaonal Re-
searcher, Vol. 18, No. 1. (Jan. - Feb., 1989), pp. 32-42.
Brown, S. (2008). Stuart Brown says play is more than
fun. www.TED.com.
Clements, D. (1995). Playing with computers, playing
with ideas. Educaonal Psychology Review 7 (2), 203
207.
Desoete, A. and Braams, T. (2008). Rondom het kind,
Kinderen met dyscalculie. Boom Amsterdam.
Guha, M.L., Druin, A., Chipman, G., Fails, J.A., Simms,
S., and Farber, A. (2005). Working with Young Children
as Technology Design Partners. In Communicaons of
the ACM, Vol. 48, No. 1, pp. 39-42.
KNAW (2009). Reken onderwijs op de basisschool,
analyse en sleutels tot verbetering, advies. Koninklijke
Nederlandse Akademie van Wetenschappen, Amster-
dam.
Kroesbergen, E. H. and Van Luit, J.E.H. (2002). Teaching
mulplicaon to low maths performers: Guided versus
structured instrucon. Instruconal Science, 30, 361-
378.
Malone, T. W. and Lepper, M. R. (1987). Making learn-
ing fun. Aptude, learning, and instrucon: Vol. 3. Cog-
nive and aecve process analysis, Hillsdale, NJ: Erl-
baum, 223--253.
Marshall, P. (2007). Do tangible interfaces enhance
learning? Chapter 4 - learning through physical interac-
on TEI07, 15-17 Feb 2007, Baton Rouge, LA, USA.
Moerlands, F. (1994). Leercurve, leerjd en vaardig-
heid. www.Edumat.nl.
Negroponte, N. (2007). Nicholas Negroponte on One
Laptop per Child. www.TED.com.
OMalley, C. and Stanton-Fraser, D. (2004). Literature
review in learning with tangible technologies. Nesta
FutureLab Series, report 12.
Price, S., Rogersa, Y., Scaifea, M., Stantonb, D.and Neale,
H.(2003). Using tangibles to promote novel forms of
playful learning. Elsevier Science B.V.Interacng with
Computers 15 (2003) 169185.
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
15
Reijn, G. (2009). Rekenen op pabo al jarenlang beneden
peil. de Volkskrant, 4 November 2009.
Resnick, M., Bruckman, A. and Marn, F. (1999). Con-
struconal Design: Creang New Construcon Kits for
Kids. Morgan Kauman, USA, The Design of Childrens
Technology.
Robinson, K. (2006). Ken Robinson says schools kill cre-
avity. www.TED.com.
Sanders, B.-N. and Stappers, P.J. (2008). Co-creaon
and the new landscapes of design. In CoDesign,Taylor
& Francis, March 2008.
Stanton, D., Bayon, B., Abne, C., Cobb, S. and OMalley,
C. (2002b). The eect of tangible interfaces on chil-
drens collaborave behaviour. Proceedings of Human
Factors in Compung Systems (CHI 2002), ACM Press.
Stanton, D., Neale, H. and Bayon, V. (2002a). Inter-
faces to support childrens co-present collaboraon:
mulple mice and tangible technologies. Computer
Support for Collaborave Learning (CSCL), ACM Press,
Boulder,Colorado, USA, January 7th11th.
Van Luit, J.E.H. and Naglieri, J.A. (1999). Eecveness
of the MASTER program for teaching special children
mulplicaon and division. Journal of Learning Disabili-
es, 32, 98-107.
Van Luit, J.E.H., Nelissem, J.M.C. and Peltenburg, M.C.
(2009). Learning Mathemacs by interacon in young
students with special educaonal needs. Nova Science
Publishers. Inc.
Verhaegh, J. and Fonjn, W.J.F (2009). Integral skill de-
velopment with the TagTiles console. SeriousToys.nl.
Verhaegh, J., Hoonhout, H.C.M. and Fonjn, W.J.F
(2007). Eecve use of fun with a tangible interacon
console. In Proc. of the 4th Internaonal Symposium
on Pervasive Gaming Applicaons PerGames 2007,
Shaker-Verlag, Aachen, 177-178.
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FMP proposal Alles maalt
Eveline Brink (s041262)
Oscar Tomico Plasencia
Discovery and Learning
December the 17th 2009
16
Appendices
A. List of Experts:
People I contacted for my project, with their funcon,
company, relevant experse and date of meeng.
B. Planning:
My proposed planning according to the reecve trans-
formave design process. On the le the weeks and in
the next comlumn what kind of acvies. The under-
lined acvies are deliverables. The dots represent the
acvies and show when and where they take place in
the reecve transformace design process.
Resources pictures
Picture 1:
research project: MoZo, photographer: Eveline Brink
Picture 2:
a. Concept Tagles. Source: www.serioustoys.com
b. Tagles. Source: Verhaegh 2009
Picture 3:
Max. Source: www.k2-verlag.de
Picture 4:
i-Blocks. www.jegro.com/i-blocks
Figure 3:
Circle of failure and succes. Source: Desoete 2008
The rest of the pictures and gures:
Illustrator: Eveline Brink
Photographer: Eveline Brink.
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