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Grounded and embodied mathematical cognition: Promoting mathematical insight and proof using action and language

机译:扎实的数学认知:使用动作和语言促进数学见解和证明

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We develop a theory of grounded and embodied mathematical cognition (GEMC) that draws on action-cognition transduction for advancing understanding of how the body can support mathematical reasoning. GEMC proposes that participants’ actions serve as inputs capable of driving the cognition-action system toward associated cognitive states. This occurs through a process of transduction that promotes valuable mathematical insights by eliciting dynamic depictive gestures that enact spatio-temporal properties of mathematical entities. Our focus here is on pre-college geometry proof production. GEMC suggests that action alone can foster insight but is insufficient for valid proof production if action is not coordinated with language systems for propositionalizing general properties of objects and space. GEMC guides the design of a video game-based learning environment intended to promote students’ mathematical insights and informal proofs by eliciting dynamic gestures through in-game directed actions.GEMC generates several hypotheses that contribute to theories of embodied cognition and to the design of science, technology, engineering, and mathematics (STEM) education interventions. Pilot study results with a prototype video game tentatively support theory-based predictions regarding the role of dynamic gestures for fostering insight and proof-with-insight, and for the role of action coupled with language to promote proof-with-insight. But the pilot yields mixed results for deriving in-game interventions intended to elicit dynamic gesture production. Although our central purpose is an explication of GEMC theory and the role of action-cognition transduction, the theory-based video game design reveals the potential of GEMC to improve STEM education, and highlights the complex challenges of connecting embodiment research to education practices and learning environment design.
机译:我们建立了扎实的数学认知理论(GEMC),该理论利用动作认知转导来增进对身体如何支持数学推理的理解。 GEMC建议参与者的行为作为能够推动认知行为系统朝着相关的认知状态的输入。这是通过转导过程发生的,该过程通过引发动态描绘手势来实现数学实体的时空特性,从而促进有价值的数学见解。我们的重点是大学预科几何证明。 GEMC建议,如果不与语言系统协调来确定物体和空间的一般属性,那么仅凭行动就可以促进洞察力,但不足以进行有效的证明产生。 GEMC指导了基于视频游戏的学习环境的设计,旨在通过在游戏中进行定向的动作来激发动态手势来促进学生的数学见解和非正式证明.GEMC产生了一些假设,这些假设有助于体现认知的理论和科学设计,技术,工程和数学(STEM)教育干预措施。带有原型视频游戏的试验研究结果初步支持基于理论的预测,这些预测涉及动态手势在促进见解和见解证明方面的作用,以及动作与语言结合以促进见解证明的作用。但是,飞行员在获得旨在引发动态手势产生的游戏中干预措施时产生了不同的结果。尽管我们的主要目的是对GEMC理论的阐释和动作认知转导的作用,但基于理论的视频游戏设计揭示了GEMC改善STEM教育的潜力,并突出了将实施研究与教育实践和学习联系起来的复杂挑战。环境设计。

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