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Output Devices, Computation, and the Future of Mathematical Crafts

Output Devices, Computation, and the Future of Mathematical Crafts This paper argues that the advent of powerful,affordable output devices offers the potential for a vastly expanded landscape of computationally-enriched mathematical craft activities in education. While mathematical crafts have a venerable history in classrooms, they have also suffered from a reputation of being both intellectually marginal and technologically retrograde. Nonetheless, this paper argues that craft activities have both intellectual and emotional affordances that are relatively lacking in `traditional' computer-based education; and that the combination of crafts and computation (facilitated by novel output devices and materials) can render such activities still more valuable. As springboards for discussion, the paper describes three software applications geared toward computational crafts (HyperGami, HyperSpider, and MachineShop). Each of these systems highlights its own particular set of issues relevant to the development of output technologies. Using these three systems as objects-to-think-with, the paper describes a wide variety of possible craft activities that could be invented or pursued in the near future with the aid of appropriately designed output devices. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png "Technology, Knowledge and Learning" Springer Journals

Output Devices, Computation, and the Future of Mathematical Crafts

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Publisher
Springer Journals
Copyright
Copyright © 2002 by Kluwer Academic Publishers
Subject
Education; Learning and Instruction; Mathematics Education; Educational Technology; Science Education; Creativity and Arts Education
ISSN
2211-1662
eISSN
1573-1766
DOI
10.1023/A:1016095229377
Publisher site
See Article on Publisher Site

Abstract

This paper argues that the advent of powerful,affordable output devices offers the potential for a vastly expanded landscape of computationally-enriched mathematical craft activities in education. While mathematical crafts have a venerable history in classrooms, they have also suffered from a reputation of being both intellectually marginal and technologically retrograde. Nonetheless, this paper argues that craft activities have both intellectual and emotional affordances that are relatively lacking in `traditional' computer-based education; and that the combination of crafts and computation (facilitated by novel output devices and materials) can render such activities still more valuable. As springboards for discussion, the paper describes three software applications geared toward computational crafts (HyperGami, HyperSpider, and MachineShop). Each of these systems highlights its own particular set of issues relevant to the development of output technologies. Using these three systems as objects-to-think-with, the paper describes a wide variety of possible craft activities that could be invented or pursued in the near future with the aid of appropriately designed output devices.

Journal

"Technology, Knowledge and Learning"Springer Journals

Published: Oct 12, 2004

References