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Cognitive engineering has led to a consideration of the capabilities and limitations of users in relation to the products of system design. However, there has not been a similar recognition of human limitations in the process of design. One way to improve the products of system design is by making improvements in the process of design and, in particular, by addressing the limitations of designers through scaffolding with the technology that is the object of design. To do this we need to identify what we know about the process of designing for computer-mediated learning systems, and to build an understanding of how the design process might benefit from cognitive strategies and computer technology. Here we survey various approaches to support the design process, in order to identify approaches and opportunities that may inform both fields. Specific suggestions include heuristics for design, and scaffolding the design process through support tools. © IFIP, published by Kluwer Academic Publishers  相似文献   
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This article deals with the solving of rotation problems, and shows that there is an alternative to using mental rotations or their encoding into verbal terms: namely using geometrical properties. The idea is consistent with the theory which distinguishes between visual and analytical individuals, but uses the construct strategies instead of the construct preferred processing mode. Moreover, contrary to many researchers who refer to this distinction, but who often use it to classify students, this researcher introduces a new parameter, namely the nature of the task. The article presents the analysis of the functionality and effectiveness of the different kind of strategies as a function of the task's characteristics. The research, dealing not with individual traits but with solving strategies, offers information that could be helpful for the improvement of geometry teaching.  相似文献   
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This paper describes a study of the interplay between social and developmental processes in children's mathematics learning. The focus is on children's play of an educational game, Treasure Hunt, and the way children's interactions in play frame developmental processes involving arithmetic with base-10 blocks. Sixty-four third and fourth graders were grouped in same- and mixed-grade dyads. Analyses of interactions revealed that players were frequently involved with jointly structuring arithmetical problems involving base-10 blocks. However, the arithmetical goals that members of dyads created often differed as labor became divided in their activity. Two findings were of particular interest: (1) differences in divisions of labor as a function of players' grades and grades of their opponents led to construction of different arithmetical goals, and (2) differences in goals led to different sequences in children's strategic developments, sequences that differed from the developmental trajectory in our matched controls.  相似文献   
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