FMP Proposal Eveline Brink 2009

Embed Size (px)

Citation preview

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    1/19

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    2/19

    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.

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    4/19

    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

    5/19

    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

    6/19

    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.

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    7/19

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    8/19

    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

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    9/19

    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

    10/19

    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]

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    11/19

    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.

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    13/19

    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].

    + =

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    14/19

    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.

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    15/19

    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.

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    16/19

    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.

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    17/19

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    18/19

  • 8/6/2019 FMP Proposal Eveline Brink 2009

    19/19