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Dive into the research topics where Dor Abrahamson is active.

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Featured researches published by Dor Abrahamson.


human factors in computing systems | 2011

The mathematical imagery trainer: from embodied interaction to conceptual learning

Mark Howison; Dragan Trninic; Daniel Reinholz; Dor Abrahamson

We introduce an embodied-interaction instructional design, the Mathematical Imagery Trainer (MIT), for helping young students develop grounded understanding of proportional equivalence (e.g., 2/3 = 4/6). Taking advantage of the low-cost availability of hand-motion tracking provided by the Nintendo Wii remote, the MIT applies cognitive-science findings that mathematical concepts are grounded in mental simulation of dynamic imagery, which is acquired through perceiving, planning, and performing actions with the body. We describe our rationale for and implementation of the MIT through a design-based research approach and report on clinical interviews with twenty-two 4th-6th grade students who engaged in problem-solving tasks with the MIT.


International Journal of Computers for Mathematical Learning | 2007

Learning axes and bridging tools in a technology-based design for statistics

Dor Abrahamson; Uri Wilensky

We introduce a design-based research framework, learning axes and bridging tools, and demonstrate its application in the preparation and study of an implementation of a middle-school experimental computer-based unit on probability and statistics, ProbLab (Probability Laboratory, Abrahamson and Wilensky 2002 [Abrahamson, D., & Wilensky, U. (2002). ProbLab. Northwestern University, Evanston, IL: The Center for Connected Learning and Computer-Based Modeling, Northwestern University. http://www.ccl.northwestern.edu/curriculum/ProbLab/]). ProbLab is a mixed-media unit, which utilizes traditional tools as well as the NetLogo agent-based modeling-and-simulation environment (Wilensky 1999) [Wilensky, U. (1999). NetLogo. Northwestern University, Evanston, IL: The Center for Connected Learning and Computer-Based Modeling http://www.ccl.northwestern.edu/netlogo/] and HubNet, its technological extension for facilitating participatory simulation activities in networked classrooms (Wilensky and Stroup 1999a) [Wilensky, U., & Stroup, W. (1999a). HubNet. Evanston, IL: The Center for Connected Learning and Computer-Based Modeling, Northwestern University]. We will focus on the statistics module of the unit, Statistics As Multi-Participant Learning-Environment Resource (S.A.M.P.L.E.R.). The framework shapes the design rationale toward creating and developing learning tools, activities, and facilitation guidelines. The framework then constitutes a data-analysis lens on implementation cases of student insight into the mathematical content. Working with this methodology, a designer begins by focusing on mathematical representations associated with a target concept—the designer problematizes and deconstructs each representation into a pair of historical/cognitive antecedents (idea elements), each lying at the poles of a learning axis. Next, the designer creates bridging tools, ambiguous artifacts bearing interaction properties of each of the idea elements, and develops activities with these learning tools that evoke cognitive conflict along the axis. Students reconcile the conflict by means of articulating strategies that embrace both idea elements, thus integrating them into the target concept.


The cambridge handbook of the learning sciences, 2014, ISBN 978-1-107-62657-7, págs. 358-376 | 2014

Embodiment and embodied design

Dor Abrahamson; Robb Lindgren

Author(s): Abrahamson, D; Lindgren, R | Abstract:


interaction design and children | 2011

Toward an embodied-interaction design framework for mathematical concepts

Dor Abrahamson; Dragan Trninic

Recent, empirically supported theories of cognition indicate that human reasoning, including mathematical problem solving, is based in tacit spatial-temporal simulated action. Implications of these findings for the philosophy and design of instruction may be momentous. Here, we build on design-based research efforts centered on exploring the potential of embodied interaction (EI) for mathematics learning. We sketch two emerging, reciprocal contributions: (1) a sociocognitive view on the role of automated feedback in building the perceptuomotor schemes that undergird conceptual development; and (2) a heuristic EI design framework. We ground these ideas in vignettes of children engaging an EI design for proportion. Increasing ubiquity and access to mobile devices geared to avail of EI principles suggests the feasibility of mass-disseminating materials evolving from this line of research.


The Journal of the Learning Sciences | 2016

Learning Is Moving in New Ways: The Ecological Dynamics of Mathematics Education

Dor Abrahamson; Raúl Sánchez-García

Whereas emerging technologies, such as touchscreen tablets, are bringing sensorimotor interaction back into mathematics learning activities, existing educational theory is not geared to inform or analyze passages from action to concept. We present case studies of tutor–student behaviors in an embodied-interaction learning environment, the Mathematical Imagery Trainer. Drawing on ecological dynamics—a blend of dynamical-systems theory and ecological psychology—we explain and demonstrate that: (a) students develop sensorimotor schemes as solutions to interaction problems; (b) each scheme is oriented on an attentional anchor—a real or imagined object, area, or other aspect or behavior of the perceptual manifold that emerges to facilitate motor-action coordination; and (c) when symbolic artifacts are introduced into the arena, they may both mediate new affordances for students’ motor-action control and shift their discourse into explicit mathematical re-visualization of the environment. Symbolic artifacts are ontological hybrids evolving from things with which you act to things with which you think. Students engaged in embodied-interaction learning activities are first attracted to symbolic artifacts as prehensible environmental features optimizing their grip on the world, yet in the course of enacting the improved control routines, the artifacts become frames of reference for establishing and articulating quantitative systems known as mathematical reasoning.


Technology, Knowledge, and Learning | 2012

Fostering Hooks and Shifts: Tutorial Tactics for Guided Mathematical Discovery

Dor Abrahamson; José F. Gutiérrez; Timothy Charoenying; Andrea Negrete; Engin Bumbacher

How do instructors guide students to discover mathematical content? Are current explanatory models of pedagogical practice suitable to capture pragmatic essentials of discovery-based instruction? We examined videographed data from the implementation of a natural user interface design for proportions, so as to determine one constructivist tutor’s methodology for fostering expert visualization of learning materials. Our analysis applied professional-perception cognitive–anthropological frameworks. However, several types of tutorial tactics we observed appeared to “fall between the cracks” of these frameworks, due to the discovery-based, physical, and semantically complex nature of our design. We tabulate and exemplify an expanded framework that accommodates the observed tactics. The study complements our earlier focus on students’ agency in discovery (in Abrahamson et al., Technol Knowl Learn 16(1):55–85, 2011) by offering an empirically validated resource for researchers, instructors, and professional developers interested in preparing future teaching for future technology.


Journal of Statistics Education | 2006

There Once Was a 9-Block ...--A Middle-School Design for Probability and Statistics.

Dor Abrahamson; Ruth M. Janusz; Uri Wilensky

ProbLab is a probability-and-statistics unit developed at the Center for Connected Learning and Computer-Based Modeling, Northwestern University. Students analyze the combinatorial space of the 9-block, a 3-by-3 grid of squares, in which each square can be either green or blue. All 512 possible 9-blocks are constructed and assembled in a “bar chart” poster according to the number of green squares in each, resulting in a narrow and very tall display. This combinations tower is the same shape as the normal distribution received when 9-blocks are generated randomly in computer-based simulated probability experiments. The resemblance between the display and the distribution is key to student insight into relations between theoretical and empirical probability and between determinism and randomness. The 9-block also functions as a sampling format in a computer-based statistics activity, where students sample from a “population” of squares and then input and pool their guesses as to the greenness of the population. We report on an implementation of the design in two Grade 6 classrooms, focusing on student inventions and learning as well as emergent classroom socio-mathematical behaviors in the combinations-tower activity. We propose an application of the 9-block framework that affords insight into the Central Limit Theorem in science.


Visual Mathematics and Cyberlearning | 2013

Embodied Interaction as Designed Mediation of Conceptual Performance

Dragan Trninic; Dor Abrahamson

Can conceptual understanding emerge from embodied interaction? We believe the answer is affirmative, provided that individuals engaged in embodied-interaction activity enjoy structured opportunities to describe their physical actions using instruments, language, and forms pertaining to the targeted concept. In this chapter, we draw on existing literature on embodiment and artifacts to coin and elaborate on the construct of an embodied artifact—a cognitive product of rehearsed performance such as, for example, an arabesque penchee in dance or a flying sidekick in martial arts. We argue that embodied artifacts may encapsulate or “package” cultural knowledge for entry into disciplinary competence not only in explicitly embodied domains, such as dance or martial arts, but also implicitly embodied domains, such as mathematics. Furthermore, we offer that current motion-sensitive cyber-technologies may enable the engineering of precisely the type of learning environments capable of leveraging embodied artifacts as both means of learning and means for studying how learning occurs. We demonstrate one such environment, the Mathematical Imagery Trainer for Proportion (MIT–P), engineered in the context of a design-based research study investigating the mediated emergence of mathematical notions from embodied-interaction instructional activities. In particular, we discuss innovative features of the MIT–P in terms of the technological artifact as well as its user experience. We predict that embodied interaction will become a focus of design for and research on mathematical learning.


Frontiers in Psychology | 2017

Touchscreen Tablets: Coordinating Action and Perception for Mathematical Cognition

Carolien A. C. G. Duijzer; Shakila Shayan; Arthur Bakker; Marieke van der Schaaf; Dor Abrahamson

Proportional reasoning is important and yet difficult for many students, who often use additive strategies, where multiplicative strategies are better suited. In our research we explore the potential of an interactive touchscreen tablet application to promote proportional reasoning by creating conditions that steer students toward multiplicative strategies. The design of this application (Mathematical Imagery Trainer) was inspired by arguments from embodied-cognition theory that mathematical understanding is grounded in sensorimotor schemes. This study draws on a corpus of previously treated data of 9–11 year-old students, who participated individually in semi-structured clinical interviews, in which they solved a manipulation task that required moving two vertical bars at a constant ratio of heights (1:2). Qualitative analyses revealed the frequent emergence of visual attention to the screen location halfway along the bar that was twice as high as the short bar. The hypothesis arose that students used so-called “attentional anchors” (AAs)—psychological constructions of new perceptual structures in the environment that people invent spontaneously as their heuristic means of guiding effective manual actions for managing an otherwise overwhelming task, in this case keeping vertical bars at the same proportion while moving them. We assumed that students’ AAs on the mathematically relevant points were crucial in progressing from additive to multiplicative strategies. Here we seek farther to promote this line of research by reanalyzing data from 38 students (aged 9–11). We ask: (1) What quantitative evidence is there for the emergence of AAs?; and (2) How does the transition from additive to multiplicative reasoning take place when solving embodied proportions tasks in interaction with the touchscreen tablet app? We found that: (a) AAs appeared for all students; (b) the AA-types were few across the students; (c) the AAs were mathematically relevant (top of the bars and halfway along the tall bar); (d) interacting with the tablet was crucial for the AAs’ emergence; and (e) the vast majority of students progressed from additive to multiplicative strategies (as corroborated with oral utterances). We conclude that touchscreen applications have the potential to create interaction conditions for coordinating action and perception into mathematical cognition.


Cognitive Research: Principles and Implications | 2016

Making sense of movement in embodied design for mathematics learning

Dor Abrahamson; Arthur Bakker

Embodiment perspectives from the cognitive sciences offer a rethinking of the role of sensorimotor activity in human learning, knowing, and reasoning. Educational researchers have been evaluating whether and how these perspectives might inform the theory and practice of STEM instruction. Some of these researchers have created technological systems, where students solve sensorimotor interaction problems as cognitive entry into curricular content. However, the field has yet to agree on a conceptually coherent and empirically validated design framework, inspired by embodiment perspectives, for developing these instructional resources. A stumbling block toward such consensus, we propose, is an implicit disagreement among educational researchers on the relation between physical movement and conceptual learning. This hypothesized disagreement could explain the contrasting choices we witness among current designs for learning with respect to instructional methodology for cultivating new physical actions – whereas some researchers use an approach of direct instruction, such as explicit teaching of gestures, others use an indirect approach, where students must discover effective movements to solve a task. Prior to comparing these approaches, it may help first to clarify key constructs. In this theoretical essay we draw on embodiment and systems literature as well as findings from our design research so as to offer the following taxonomy that may facilitate discourse about movement in STEM learning: (1) distal movement is the technologically extended effect of physical movement on the environment; (2) proximal movement is the physical movements themselves; and (3) sensorimotor schemes are the routinized patterns of cognitive activity that become enacted through proximal movement by orienting on so-called attentional anchors. Attentional anchors are goal-oriented phenomenological objects or enactive perceptions (“sensori-”) that organize proximal movement to effect distal movement (“-motor”). All three facets of movement must be considered in analyzing embodied learning processes. We demonstrate that indirect movement instruction enables students to develop new sensorimotor schemes including attentional anchors as idiosyncratic solutions to physical interaction problems. These schemes are, by necessity, grounded in students’ own agentive relation to the world while also grounding target content such as mathematical notions.

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Uri Wilensky

Northwestern University

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Dragan Trninic

University of California

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Kiera Chase

University of California

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