Chronis Kynigos

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In this paper, we describe the theoretical background, educational design and preliminary evaluation of children's interactions with a set of collaborative full-body digital games, which are set in an informal science education fun park, the Polymechanon. Twelve 10-year olds were observed while interacting in groups with the games, and two of the games were(More)
—This paper presents Metafora, both a platform for integrated tools as well as an emerging pedagogy for supporting Learning to Learn Together in science and mathematics education. Our goal is to design technology that brings education to a higher level; a level where students not only learn subject matter, but also gain a set of critical skills needed to(More)
The paper addresses the problem of fragmentation of the communities involved in the design of digital media for education. It draws on the experience gained at the Educational Technology Lab in the design of Logo-based microworlds with three different platforms respectively based on component computing, 3D game engines and 3D navigation with a GIS. The(More)
In this paper we discuss a component-oriented architecture which we are employing to develop programmable exploratory software for mathematics. We argue that the architecture can be used to provide synergy between end-user programming and efficient behavior of components, i.e. computational objects of a wide range of technical complexity and(More)
This paper introduces a rationale for change in roles and practices of the participants in mathematics education MA courses and their instructor, based on the integration and use of a web log, both as a medium for asynchronous communication, and as a mechanism for provoking professional reflection, through changes in the discursive style and the social(More)
This paper presents an overview of a CSCL 2009 panel that brings together five researchers whose work attempts to leverage physical embodiment in the design of technologies to support learning. Through a critical examination of distinctive approaches-design rationales, design features, and learner outcomes-the panel seeks to spark discussion over the(More)
In this paper, we argue for the potential of a Logo-based scriptability in a component architecture for exploratory software. Logo is reincarnated as an autonomous software entity which when embedded in a component-oriented environment takes the role of the central commander, able to manipulate the other components' behavior through suitable Logo programs.
Issues related to 3d turtle's navigation and geometrical figures' manipulation in the simulated 3d space of a newly developed computational environment, MaLT, are reported and discussed here. The joint use of meaningful formalism and the dynamic manipulation of graphically represented 3d figures seem to offer new resources and to pose new challenges as far(More)