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(595)EXPLORING PROBLEM POSING AS A PEDAGOGICAL DEVICE IN THE CONTEXT OF WEARABLE, TANGIBLE AND UBIQUITOUS GAME-BASED LEARNING

机译:(595)在可穿戴,有形和无处不在的游戏学习中探索摆姿势作为教学装置的问题

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Problem posing is the process of making problems. Problem posing is an essential component ofMathematics education and has been extensively explored. This paper presents a general frameworkfor problem posing in different domains. The framework considers information provided, goals,cognitive constraints including traits and states of the learner in addition to various notions of “fit” tocharacterize both problem posing and problem learning tasks. The framework is applied to previouswork in problem posing and three novel game-based learning case studies are presented. The firstcase study consists of posing problems in the context of an e-textiles tag game. The second casestudy consists of posing problems to de-stabilize a real chemical process in a remote laboratory in aubiquitous manner. The third case study uses tangible cubes where student pose WiMAX signalpropagation problems to each other in a speed-chess like manner. The framework leads to openquestions about the concept of fit and adaptation for problem posing tasks.
机译:问题构成是制造问题的过程。问题构成是atmatmatics教育的重要组成部分,并被广泛探索。本文介绍了在不同域中摆姿势的一般框架。该框架考虑了所提供的信息,目标,认知约束包括除了“适合”的各种概念的各种概念之外,包括学习者的特征和状态,以及如何解决问题和问题学习任务。该框架适用于问题展示中的前面工作,并提出了三个新的基于比赛的学习案例研究。第一个研究包括在电子纺织标签游戏的上下文中构成问题。第二个类别包括在助剂的方式中构成问题以使远程实验室中的真实化学过程进行脱稳。第三种案例研究使用了有形立方体,学生以赛车赛的方式占用WiMAX信号分子问题。该框架导致关于解决问题的问题的概念和适应问题的初始化。

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