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Kynigos, Chronis
Publications (8 of 8) Show all publications
Kynigos, C. (2024). Embedding Mathematics in Socio-Scientific Games: The Mathematical in Grappling with Wicked Problems. Education Sciences, 14(6), Article ID 630.
Open this publication in new window or tab >>Embedding Mathematics in Socio-Scientific Games: The Mathematical in Grappling with Wicked Problems
2024 (English)In: Education Sciences, E-ISSN 2227-7102, Vol. 14, no 6, article id 630Article in journal (Refereed) Published
Abstract [en]

This paper discusses the ways in which digitally enabled transformation in mathematics education could envisage a role for rationality in post-normal science and wicked problems. The scene is set firstly by reviewing the ways in which digital media have been designed and used in transformative mathematics education as a rationale for thinking about such media for wicked problem education. The problem is set in epistemological terms: can normal science approaches contribute to post-normal science? By considering the basic arguments regarding wicked problem education, I focus on the discussion of a specific constructionist digital tool called 'ChoiCo: Choices with Consequences', designed to embed mathematical ideas and facilitate mathematical reasoning, yet be about grappling with wicked problems. The final section discusses student discourse to set the scene for what such reasoning might look like in the context of grappling with wicked problems.

Place, publisher, year, edition, pages
MDPI, 2024
Keywords
wicked problems, expressive digital media, mathematic education, socio-scientific games, game modding
National Category
Didactics
Research subject
Mathematics, Mathematical Education
Identifiers
urn:nbn:se:lnu:diva-131751 (URN)10.3390/educsci14060630 (DOI)001256444300001 ()2-s2.0-85197125060 (Scopus ID)
Available from: 2024-08-15 Created: 2024-08-15 Last updated: 2024-09-05Bibliographically approved
Kynigos, C. & Schiza, K. (2024). [Review of] Mathematical competencies in the digital era: Mathematics education in the digital era: edited by Uffe Thomas Jankvist, and Eirini Geraniou, Springer Nature, Switzerland, 2022, 358 pp., ISBN: 978-3-031-10140-3 [Review]. Research in Mathematics Education, 26(3), 601-609
Open this publication in new window or tab >>[Review of] Mathematical competencies in the digital era: Mathematics education in the digital era: edited by Uffe Thomas Jankvist, and Eirini Geraniou, Springer Nature, Switzerland, 2022, 358 pp., ISBN: 978-3-031-10140-3
2024 (English)In: Research in Mathematics Education, ISSN 1479-4802, E-ISSN 1754-0178, Vol. 26, no 3, p. 601-609Article, book review (Other academic) Published
Place, publisher, year, edition, pages
Taylor & Francis Group, 2024
National Category
Didactics
Research subject
Mathematics, Mathematical Education
Identifiers
urn:nbn:se:lnu:diva-126029 (URN)10.1080/14794802.2023.2261401 (DOI)001107073100001 ()
Available from: 2023-12-18 Created: 2023-12-18 Last updated: 2024-12-18Bibliographically approved
Kynigos, C. & Karavakou, M. (2022). Coding Dancing Figural Animations: Mathematical Meaning-Making Through Transitions Within and Beyond a Digital Resource. Digital Experiences in Mathematics Education, 9(2), 283-314
Open this publication in new window or tab >>Coding Dancing Figural Animations: Mathematical Meaning-Making Through Transitions Within and Beyond a Digital Resource
2022 (English)In: Digital Experiences in Mathematics Education, ISSN 2199-3246, Vol. 9, no 2, p. 283-314Article in journal (Refereed) Published
Abstract [en]

We investigate three 8th-grade students’ mathematical meanings developed in the context of using linked representations to generate animations of figural models tuned in musical rhythm in “MaLT2,” a programmable Turtle Geometry in 3D resource affording dynamic manipulation of variable values. We adopted a modified version of the UDGS (Using, Discriminating, Generalizing, Synthesizing) model, introduced by Hoyles and Noss in 1987, in order to frame and analyze students’ mathematical meaning-making process involving setting out goals; posing conjectures; using mathematical ideas to test them; and exploring, generalizing, and expanding these ideas. This dynamic process was contextualized and connected to a flow of two different types of transitions: (1) transitions within the different representations of MaLT2 and (2) transitions beyond MaLT2, among the representational contexts of the digital microworld, artistic ideas, and abstract mathematics. In our analysis, we use this theoretical concept to trace the kind of mathematical meanings connected to multidisciplinary notions embedded in dance and music, such as synchronicity, symmetry, periodicity, and harmony, emerging from this learning context. We also look into the way these mathematical meanings were gradually evolved from being implicitly integrated in digital and artistic ideas to being reflected on and generalized.

Place, publisher, year, edition, pages
Springer, 2022
National Category
Didactics Mathematics
Research subject
Mathematics, Mathematical Education
Identifiers
urn:nbn:se:lnu:diva-126829 (URN)10.1007/s40751-022-00118-x (DOI)
Available from: 2024-01-17 Created: 2024-01-17 Last updated: 2024-02-05Bibliographically approved
Latsi, M. & Kynigos, C. (2022). Mathematical Assemblages Around Dynamic Aspects of Angle in Digital and Physical Space. International Journal of Science and Mathematics Education, 20, 1677-1698
Open this publication in new window or tab >>Mathematical Assemblages Around Dynamic Aspects of Angle in Digital and Physical Space
2022 (English)In: International Journal of Science and Mathematics Education, ISSN 1571-0068, E-ISSN 1573-1774, Vol. 20, p. 1677-1698Article in journal (Refereed) Published
Abstract [en]

Drawing upon constructionism and neo-materialist approaches on the role of physical activity and the human body in teaching and learning mathematics, this paper investigates the meanings constructed by students while collaboratively carrying out tasks focusing on the dynamic aspects of the concept of angle in the educational context of a 6(th) grade class of a public primary school in Greece. Paying particular attention to the specific material configurations at play, we try to analyse the construction processes through which angle was used both as a measure represented by a number and as a directed turn in the simulated 3D space of a digital tool that combines 3D Turtle Geometry and dynamic manipulation. Following a design-based research method, mathematical meanings are analysed as contingent assemblages involving gestures, embodied metaphors, navigation in virtual spaces, viewpoints, figural representations of 2D and 3D geometrical objects and ways of verbal and symbolic expression.

Place, publisher, year, edition, pages
Springer, 2022
Keywords
Angle, Embodiment, Gestures, Turtle metaphor, Virtual space, Assemblage, Constructionism
National Category
Mathematics Pedagogy
Research subject
Pedagogics and Educational Sciences, Education
Identifiers
urn:nbn:se:lnu:diva-108238 (URN)10.1007/s10763-021-10225-7 (DOI)000712172800001 ()2-s2.0-85118207152 (Scopus ID)2021 (Local ID)2021 (Archive number)2021 (OAI)
Available from: 2021-11-26 Created: 2021-11-26 Last updated: 2023-01-03Bibliographically approved
Grizioti, M. & Kynigos, C. (2021). Children as players, modders, and creators of simulation games: A design for making sense of complex real-world problems: Children as players, modders and creators of simulation games. In: Proceedings of Interaction Design and Children, IDC 2021: . Paper presented at Conference of 2021 ACM Interaction Design and Children, IDC 2021 ; Conference Date: 24 June 2021 Through 30 June 2021 (pp. 363-374). ACM Publications
Open this publication in new window or tab >>Children as players, modders, and creators of simulation games: A design for making sense of complex real-world problems: Children as players, modders and creators of simulation games
2021 (English)In: Proceedings of Interaction Design and Children, IDC 2021, ACM Publications, 2021, p. 363-374Conference paper, Published paper (Refereed)
Abstract [en]

Could computational thinking be a strong tool for children to understand complex 21st-century issues? Our knowledge is limited since most designs focus on sequential programming and on the cognitive aspects of computational thinking. This paper discusses a design that integrates ill-structured socio-scientific issues with programming and other computational concepts, in a playful and meaningful context. The design, called ChoiCo (Choices with Consequences), builds on the idea of "integrated affordances"that enables layered computational access, allowing children to be players and designers of choice-driven simulation games. We elaborate on a design-based research that studied children’s activity, who progressively played, modified and co-created games that simulated real-world issues. We describe four strategies developed by the children to make sense of the simulated problems through a systems thinking approach. We also discuss how they formulated these strategies by utilizing the affordances of map design, data manipulation and coding. © 2021 ACM.

Place, publisher, year, edition, pages
ACM Publications, 2021
Keywords
Maps, Cognitive aspects; Computational thinkings; Data manipulations; Design-based research; Real-world problem; Sequential programming; Simulation games; Socio-scientific issues, Computer aided software engineering
National Category
Computer and Information Sciences
Research subject
Computer and Information Sciences Computer Science
Identifiers
urn:nbn:se:lnu:diva-117252 (URN)10.1145/3459990.3460706 (DOI)000767988500036 ()2-s2.0-85110229618 (Scopus ID)9781450384520 (ISBN)
Conference
Conference of 2021 ACM Interaction Design and Children, IDC 2021 ; Conference Date: 24 June 2021 Through 30 June 2021
Available from: 2022-11-03 Created: 2022-11-03 Last updated: 2022-11-03Bibliographically approved
Grizioti, M. & Kynigos, C. (2021). Code the mime: A 3D programmable charades game for computational thinking in MaLT2. British Journal of Educational Technology, 52(3), 1004-1023
Open this publication in new window or tab >>Code the mime: A 3D programmable charades game for computational thinking in MaLT2
2021 (English)In: British Journal of Educational Technology, ISSN 0007-1013, E-ISSN 1467-8535, Vol. 52, no 3, p. 1004-1023Article in journal (Refereed) Published
Abstract [en]

In this paper, we discuss the need for new approaches to research regarding coding to support students in developing practices in computational thinking, such as abstraction and decomposition, in multidisciplinary contexts. We explore students' activities with a tool integrating constructionist textual programming activity with game-based learning and specifically game modding. In this context, we designed a programmable 'design-to-play' game developed with the computational environment MaLT2. MaLT2 offers the affordances of textual programming, dynamic manipulation, and 3D navigation for the design of 3D animated models aiming to give children access to, otherwise, complex, computational and mathematical ideas. To develop an understanding of children's learning activity regarding computational practices, we organised an empirical study with middle-school students, who played a game called 'Code-the-Mime'. It is a charades-based game in which the players manipulate, programme, and modify a digital human model to describe a word to their teammates. The preliminary findings indicate that the affordances of MaLT2 in conjunction with the game context enabled students to express and develop key computational practices, including decomposition, pattern recognition, analysis and abstraction, in a meaningful and multidisciplinary context. Practitioner notes What is already known about this topic Computational Thinking is considered a key 21(st)-century skill in preparing the young to become digital citizens. It involves concepts and practices that can be used to solve problems computationally across multiple fields. However, there is still limited knowledge of how students develop computational practices, such as abstraction, pattern recognition, decomposition, and how they may express and apply them in diverse contexts. Students' engagement with computational practices is unlikely to be supported either by closed, simplified coding tasks or higher-level advanced programming exercises. There is a need to clarify the manifestation of these practices and how they can be realised and expressed and used by learners in meaningful and transdisciplinary contexts. What this paper adds It suggests the design of constructionist computational games that integrate design and programming into the gameplay, aiming to engage students with computational practices in a multidisciplinary, authentic context. It provides an example of a 'design-to-play' charades-like game, developed in a 3D modelling programming environment, that embeds real-life representations into computational design, to enable 'syntonic learning' of computational practices. Furthermore, it analyses student learning activity to elaborate on arguments and issues related to this approach. Implications for practice and/or policy There is added value in disconnecting computational thinking from positivist diagnostic approaches related to respective concepts and studying it in ways more related to realistic problem-solving situations and multidisciplinary contexts. The study contributes to the scientific clarification of computational practices concerning how they are being realised and expressed by the students in different contexts through an original example of educational practice. The discussed approach and tools can contribute to the design and development of innovative digital media, embedding affordances for concepts and practices while maintaining relevance and interest for their users.

Place, publisher, year, edition, pages
John Wiley & Sons, 2021
Keywords
3D geometry, computational thinking, constructionism, constructionist game, game&#8208, based learning
National Category
Information Systems
Research subject
Computer and Information Sciences Computer Science
Identifiers
urn:nbn:se:lnu:diva-103701 (URN)10.1111/bjet.13085 (DOI)000644714800001 ()2-s2.0-85107011708 (Scopus ID)2021 (Local ID)2021 (Archive number)2021 (OAI)
Available from: 2021-06-02 Created: 2021-06-02 Last updated: 2022-05-24Bibliographically approved
Grizioti, M. & Kynigos, C. (2020). Computer-Based Learning, Computational Thinking, and Constructionist Approaches. In: Arthur Tatnall (Ed.), Encyclopedia of Education and Information Technologies: . Springer
Open this publication in new window or tab >>Computer-Based Learning, Computational Thinking, and Constructionist Approaches
2020 (English)In: Encyclopedia of Education and Information Technologies / [ed] Arthur Tatnall, Springer, 2020Chapter in book (Refereed)
Abstract [en]

This entry explores computer-based learning (CBL) designs that are informed by the learning theory of constructionism. First, it discusses different definitions and types of CBL and explores the pedagogical approaches that underpin CBL designs through a brief history of CBL in education. Next, it elaborates on the role of the constructionist paradigm in CBL and presents different CBL designs that are based on constructionism. Then it focuses especially on the use of constructionist CBL approaches for supporting students to cultivate their computational thinking. The final part discusses the educational challenges and the near future of constructionist CBL.

Place, publisher, year, edition, pages
Springer, 2020
National Category
Didactics
Research subject
Education, Didactics
Identifiers
urn:nbn:se:lnu:diva-107611 (URN)10.1007/978-3-030-10576-1_75 (DOI)9783030105754 (ISBN)9783030105761 (ISBN)
Available from: 2021-10-20 Created: 2021-10-20 Last updated: 2021-10-20Bibliographically approved
Kynigos, C. (2019). Describing Sustained Constructionist Activity. Constructivist Foundations, 14(3), 314-315
Open this publication in new window or tab >>Describing Sustained Constructionist Activity
2019 (English)In: Constructivist Foundations, ISSN 1782-348X, Vol. 14, no 3, p. 314-315Article in journal, Editorial material (Other academic) Published
Abstract [en]

Buteau, Sacristin and Muller's target article raises the pertinent issue of how to describe a sustained undergraduate course on computational thinking and programming for mathematical learning. There is so little work on this issue that it is worthwhile to reflect on this study and to raise questions regarding the options and tools available or needed to understand sustained constructionist activity. Here, I focus on questions regarding how to understand the instructor's craft knowledge in practice and what constructionist mathematical learning may look like when programming is at the service of engagement with mathematical concepts.

Place, publisher, year, edition, pages
ALEXANDER RIEGLER, 2019
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:lnu:diva-117003 (URN)000475485900021 ()
Available from: 2022-10-18 Created: 2022-10-18 Last updated: 2024-01-15Bibliographically approved
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