Representational systems on 3d navigation
process
Christos Markopoulos, cmarkopl@upatras.gr
Department of Primary Education,
University of Patras
Efi Alexopoulou, efialex@ppp.uoa.gr
Educational Technology Lab, University
of Athens
Abstract
Twenty four 10th Grade students
participated in a constructivist teaching experiment, the aim of which was to engage
children with concepts related
to the two systems of reference used to navigate in 3d space, geographical and
spherical coordinates, as well as with the relationship between them. The
result showed the utilization of the new representations provided by
dynamic digital media such as Cruislet provide a
challenging learning context where different mathematical concepts and
abilities are embedded and interconnected. Moreover the half-baked microworld
approach in activity design, seemed to engaged students in the process of
instrumentation and instrumentalization by exploiting the rules of the provided
game and then by setting their own rules resulting on the development of new
games.
Keywords
navigation, mathematics, geographical
coordinates, spherical coordinates, half-baked games
Α number of research studies focused on the
design of exploratory media based on the principle of integrated and
interdependent mathematical representations. Kynigos (2001) introduce the term
of half-baked microworlds defining the microwords that are designed for
instrumentalization through constructionist activity, i.e. they incorporate an
interesting idea but at the same time invite changes to their functionalities
and are mediated to the targeted users as unfinished artefacts which need their
input. With respect to mathematical content, the approach is to identify conceptual
fields (Vergnaud, 1991) which with the use of this kind of media become rich in
the potential to generate mathematical meanings, irrespective of the ways in
which they might be structured (or fragmented) in the mathematics curricula.
In the design of such kind of microworlds,
the principle of providing students with mathematizing activities seems to be effective.
Keisoglou and Kynigos (2006), focusing on the meanings that students formed
during the mathematization of a science-like measurement activity point out the
potential role of the students' involvement in problem situations that are
experientially real. The idea of mathematization activity involve the students'
engagment in a particular real problem within the context of a microworld
designed for instrumentalization. Experimenting, constructing classifications,
making and verifying conjectures , generalisations and formalizations are a
number of activities that should lead to mathematisation.
The ‘Cruislet’ environment is a
state-of-the-art dynamic digital artefact that has been designed and developed
within the ReMath project. It is a digital medium based on GIS (Geographic
Information Systems) technology that incorporates a Logo programming language.
Cruislet was conceived as a digital medium for mathematically driven
navigations in virtual 3-d geographical spaces. Users can view avatar positions
and define their displacements by employing either a Cartesian lat-long-height
system or a vector-differential (φ,θ,ρ) system where ρ is the length of the
vector of displacement. The Logo programmability is considered necessary as it
provides users with the option to actually anticipate the result of their
action and engage in expression of mathematical ideas through meaningful
formalism by means of programming. In this sense, Cruislet can be conceived as
a constructionist medium (Kafai & Resnick, 1996) in that the user can
construct flights and build dependency between flights.
A digital medium (an instrument) is
internalised collaboratively by the students (Mariotti, 2002) while it is being
changed often quite distinctly to what was designed by the researchers.
Relatively, the implication of this perspective is that students' expressions
can gain mathematical legitimacy, even if they differ from and/or they are
shaped and structured by the artifact in ways that lead them to diverge from
curriculum mathematics. This kind of constructionist environments provides
dynamic visual means that support immediate visualization of multiple linked
representations (Kaput, 1992). The key point here is that students can build
their models into the medium that can act as a support for developing new
meanings by investigating their hypothesis and argumentation in social contexts.
Our approach to learning promotes
investigation through the design of activities that offer a research framework
to investigate purposeful ways that allow children to appreciate the utility of
mathematical ideas (Ainley & Pratt, 2002). In this context, our approach is
to design tasks for either exclusively mathematical activities or multi-domain
projects containing a mathematical element within the theme which can be
considered as marginalized or obscure within the official mathematics curriculum
(Yiannoutsou & Kynigos, 2004).
We adopted the approach of students’ gradual mathematization within
game-like activities in problem situations that are experientially relevant to
students. Hence, our intention was to involve students in activities through
which they would use symbols, make and verify hypotheses in order to solve a
particular real problem in a rich collaborative learning environment. Within
the framework of instrumental genesis, we particularly focus on
instrumentalization, i.e. the ways in which students learn through making
changes to the digital artefact at hand. We studied the idea of pedagogical
design of artefacts so that students would inevitably poke, tweak and make
changes to their functionalities as part of their mathematizations. Consequently,
we saw a helpful relevance in studying mathematizations in a constructionist
environment as path towards clarifying the idea of instrumentalization by
design.
The focus of this study is on the kind of choices do students
make between spherical and geographical coordinate systems while navigating in
geographical space. Specifically, we will try to investigate how students realise the role of the different representational systems on 3d
navigation process and what kind of relationships they build between them.
The Cruislet environment
Cruislet constitutes a new digital medium
within the context of more than a decade of ETL R&D work on designing
constructionist exploratory media based on the principle of integrated and
interdependent mathematical representations. The constructionist environments
designed at ETL provide dynamic visual means that support immediate
visualization of multiple linked representations (i.e. any action carried on a
specific representation provides immediate change and feedback in all
representations, Kaput, 1992). In such settings learners are engaged in
constructing public entities (constructions) implying an explicit appreciation
of the relationships between mathematical objects within any situation (i.e. a
mathematical model of the situation). In the case of Cruislet, learner
constructions are avatar trips as well as the rules of displacement. The
mathematics are those underlying the use of analytic and/or vector-differential
geometry, including functions, co-variation and rate of change. However, these
mathematics are integrated with geo-spatial representations and information,
providing opportunities for processes of mathematisation of geographical space.
A key feature of the approach of ETL is to
design artifacts afforded with integrated representations. As an example, in
the last decade ETL has been involved in the design of E-slate, an educational
authoring system with which many different microworlds have been developed for
mathematics and science. These microworlds can be characterized as hybrids
between symbolic programming (such as Logo-based Turtle Geometry), dynamic
manipulation (such as Dynamic Geometry Environments), simulations, information
handling and geographical systems.
In designing Cruislet we wanted to
integrate programming, mathematical and geographical concepts, relations and
representations (figure 1).

Figure 1: Cruislet
environment – Avatar Tab – Logo Tab
New representations enabled by digital
media can place spatial visualization concepts in a central role for both
controlling and measuring the behaviours of objects and entities in virtual 3d
environments. We have chosen the notion of vector as a means to represent the
link between 2d and 3d representations, since vectors can be considered as basic
components underpinning the study of geometry and motion in space facilitating
the study of 3d spatial thinking. In Cruislet, a vector-differential
geometrical system co-exists with a Cartesian-geographical one in an
inter-dependent way. Our perspective is centered on the utilization of the
different representations and the feedback that they can provide so as to
facilitate multiple didactical decisions within open-ended exploratory tasks.
Moreover, navigations in virtual 3d
geographical spaces within Cruislet could be conceived as game play
simulations. There is a growing interest about the ways in which game–based
learning environments facilitate new ways of learning (Gee, 2003). The key
feature of this approach is that games can provide a context for the
development of valuable skills (Kirriemuir and McFarlane et al., 2004) in the
transitional stage between intuitions (informal) and formal mathematics. Using
games with an appropriate set of tasks and pedagogy, students can be engaged in
exploration, problem solving, rule-based thinking and other forms of
mathematical thinking (Goldstein et al, 2001; Mor et al, 2004). From this point
of view, the process of building game play activities involving navigation
within the 3d representational space can be seen as the design of the terrain
within which instrumentation/instrumentalisation processes may take place by
student’s interactions with the microworld and the mathematical concepts and
rules embedded in it.
Methodology
Twenty four students of the 1st grade of
upper high school, (aged 15-16 years old) participated in this experiment.
Students worked in pairs in the PC lab. Each pair of students worked on the
tasks using Cruislet software.
The students were not accustomed in using
computers for doing mathematics, but they were familiar with computers and
liked using them, as almost the whole class participated in the computer class
(available as a course to choose at this school level). On the other hand,
concerning the concepts of geographical and spherical coordinates, none of the
students had previous knowledge or experience with spherical coordinates and
only four of them believed that the acquired experiences during the geography
course supported their understanding of the concept of geographical coordinates.
Some of the students were familiar with the basic Logo commands (movement of
the turtle, such as front, right, etc.) but none of them was experienced in
using programming languages. Finally, few students were familiar with map
computational environments and especially with Google Earth. Nevertheless,
almost all of the students were used to play computer games and most of them
were familiar with 3D game environments.
Concerning the mathematical concepts that
are embedded in the number of tasks in which students have been engaged, there
is a considerable distance from the traditional structure of the mathematics
curriculum. In a traditional mathematics class students study the concepts of
Cartesian, geographical and spherical coordinate systems within abstract
mathematical contexts in a rather static way. They are introduced to the
concept of function through static representations provided in their textbooks
without having the opportunity to manipulating or change them. Additionally,
students are introduced and study the concept of vectors. (Markopoulos, Kynigos, Alexopoulou and Koukiou, 2009a;2009b)
Tasks
The tasks are based on the idea of the
"Guess my function" game, in order to provoke children to discuss,
compare and experiment with dependence relations such as linear functions.
Emphasis has been given to build game play activities involving navigation
within the 3d representational space giving distance from the traditional
structure of the mathematics curriculum. The intention was to involve students
in activities through which they would use symbols, make and verify hypotheses
in order to solve a particular real problem in a rich learning environment.
In the tasks that were included in the
teaching experiment students were encouraged to experiment with the
displacements of the two airplanes by varying the geographical coordinates of
their new positions. Reflecting on their actions they encouraged to explore the
rate of change of these positions and formulate the function that defines this
dependent relationship. This function was hidden and the students had to guess
it in the first phase of the activity based on repeated moves of airplane A and observations of the relative positions and
moves of airplanes A and B.
The focus is on the functional relationships
between two airplanes’ relative displacements. ETL researchers consider
navigation as a dynamic function event. The function’s independent variable is
the geographical coordinates of the position of the first airplane, which students are asked to
navigate, while the dependent variable is the geographical coordinates of the
position of the second airplane.
We consider that the exploitation of the provided linked representations
(spherical and geographical coordinates), as well as the functionalities of
navigating in real 3d large scale spaces could enable students to explore and
build mathematical meanings of the concept of function within a meaningful
context.
The data consists of audio and screen
recordings as well as students’ activity sheets and notes. The data was
analyzed verbatim in relation to students’ interaction with the environment. In
our analysis, we focused on students' actions within the provided
representational contexts (visual, graphical, Logo programming) and systems
(geographical and spherical coordinate systems). Students reflecting on these
actions expressed their ideas, construct and developed mathematical meanings.
We focused on those episodes that students seemed to realise the role of the
different representational systems on 3d navigation process and built
relationships between them.
Results
Students’ interaction with Cruislet
environment engaged them with concepts related to the two systems of reference
used to navigate in 3d space, geographical and spherical coordinates, as well
as with the relationship between them. We endeavor to explore students’ choices
while using the two systems of reference and the ways these are manipulated in
order to navigate in geographical space. Our analysis is based upon students’
interaction with the available representations and their preference on one
system vis-à-vis the other, while carrying out the tasks activities.
Although the case for students was to
choose among coordinate systems, there were several times that they didn’t choose
one of them, but rather they tried to create links between the systems of
reference, to navigate the airplane
Choice according to the way of
navigating.
Regarding the way of navigation, students
preferred to use geographical coordinates to specify a specific position, e.g.
a city on the map, in contrast to spherical coordinates used by students to
make displacements in space, independently of the destination place, such as
figural formations in the air. This was observed in almost all teams, despite
the fact that some of them had a strong preference to one system of reference
and used it to displace the airplane. In the following episode the teacher asks
the class if the 3D controller (the 3D representation of spherical coordinates)
is better in any case. Most of the students support this statement in a debate
about systems of reference. In the thick of the conversation a student declares
that this depends on the situation. The episode is interesting as it depicts
students’ way of thinking when they had to choose among the available systems
of reference.
R: Is Controller better in any case?
S1: Unless we want to go somewhere
specific, for instance, at an airport. We won’t use 3d controller.
R: Why don’t we use the 3D
controller to go to an airport?
S1: Because we have to go to the
specific airport. If we go with3D controller, we‘ll go where it lands and we’ll
crash.
R: Nice. And how do we go to the
airport?
S1: We insert its coordinates and it
goes. (Meaning geographical coordinates)
A similar situation occurred while another
team was trying to displace the airplane in a specific position. In this case
students believed that it’s difficult to manipulate the airplane with spherical
coordinates and that it’s ‘faster’ to use geographical coordinates instead.
S1: The airplane goes faster with
position.
S2: Why? We didn’t go with the other
so as to know.
S1: Yes, but imagine. If we control
it with them, we won’t be able.
The episode is interesting for another
reason as well, as S1 uses the word ‘control’ to clarify his view of spherical
coordinates. This statement is indicative of students’ approach, as they viewed
spherical coordinates as a way to ‘control’ the airplane, in contrast to
geographical coordinates that displace the airplane in specific places. From our
point of view, we interpret this way of viewing systems of reference as an
egocentric and an absolute frame of reference, as spherical coordinates has to
do with the former and geographical with the later one. As a student pointed
out “The other (meaning geographical
coordinates) drives you to an area. I don’t believe is as much reliable as
direction, because (with direction) you can do changes on your own. Insert
values, change meters you want to displace or change the degrees. Anything.”. A more detailed approach is given by the students supporting
their preference in spherical coordinates.” Theta and Fi is easier, because we displace
the object wherever direction we want and whatever meters we want.”
As a result of students’ approach of
systems of reference, they used spherical coordinates when they created figural
formations in the air, although this was not included in tasks activities. An
interesting example is that of a team that decided to draw letters in the air
using the 3D controller representation. The figure 2 shows this construction.

Figure 2: Construction using
the 3D controller
Choice among coordinates.
In this session of analysis, we report
students’ choices regarding the three coordinates each system composed of and
how they were manipulated in order to displace the airplane.
An interesting issue is that students
confronted latitude and longitude in a different way as they manipulated height
in order to specify a position in space. In particular, most of the times they
edited lat and long coordinates up until the airplane was displaced to a
specific point of the map and afterwards they were editing the third
coordinate, the height. In fact, at their experimentation, many students forgot
to edit height as they were concentrated in trying to find latitude and
longitude of a place. We could say that may be this is explained by the fact
that they were not familiar with the environment and thought that the
environment ‘reminds’ previous positions or coordinates. But this is not the
case as such confusion occurred only with height and not with other
coordinates, even if one of them remained stable. A possible interpretation
about this confusion is that students are accustomed to 2d representations
where they manipulate only two magnitudes and this is the reason why they
usually preferred to fly at a fixed height. On the other hand if we accept the
view of Dalgarno et al. (2002) that we understand 3D models through multiple 2D
representations, maybe students had focused subconsciously on a simplified 2D
way of visualising the displacements of the airplanes. We have to mention that
although students ignored height several times, it was height coordinate that
was firstly understood.
Our findings in relation to spherical
coordinates are compatible with these on geographical, in the sense that
students discriminated Theta and Fi coordinates from R and additionally to the
fact that they were accustomed better to the late one. This was not surprising
as the measures of these coordinates are different and students identified
easily what each one represented. Comparing the manipulation of these spherical
to geographical coordinates, we found that in this case, students also focused
on changing 2 of the three coordinates (theta, fi) in order to find the right
direction. Only afterwards were they editing R, that is the extent of
airplane’s displacement. In fact, changes in R occurred mostly when students
had already made a displacement and from the result displayed in the screen,
they could estimate its magnitude easier. We could say that the utilization of
R independently of the other coordinates, may rely upon the fact tha they used
3D controller representation most of the times that doesn’t have the R
coordinate built in.
Students didn’t always choose one system of
reference to navigate in space, but several times combined both to make a
displacement. In this way they created links either between distributed
coordinates (e.g. height of geographical and fi of spherical) or between all
three of coordinates for the two systems of reference.
Links between distributed coordinates.
In their attempt to place the plane at a
specific height, students used primiraly the height coordinate. However, there
were some teams that were using spherical coordinates to carry out almost all
displacements. Based on students actions on a team like that, students were
trying to find a way to raise the airplane’s height to a specific value, while
utilizing the spherical coordinates. In fact one of them gave the idea to use
the fi coordinate and raise the airplane by asking the other one: ‘The height
is fi?’ and afterwards he edited the fi coordinate’s value in order to raise
the airplane. This statement is
interesting as the student endeavor to create meaning around the fi angle that
represents airplane’s perpendicular angle, in relation to the height that the airplane will be placed.
Another episode where students create a
link between coordinates is that of longitude and theta coordinates. In the
following episode the students of a team argue about the system of refernece
that displace the airplane ‘right – left’.
S2: It goes right and left.
(referring to longitude)
Ε: Right and left.
S2: Yes.
S1: No. Theta is right and left.
S2: These are the degrees.
S1: Yes, the degrees it turns to
the left or right.
S2: I’m saying to displace at the
same time.
The episode is interesting as it depicts
the way students verbally express the way they realize the displacement while
using longitude or theta angle of spherical coordinates. In both cases they use
the expression ‘right – left’ giving the displacement a sense of direction.
However, S2 supports that longitude doesn’t have to do only with turning like
theta, but with displacing as well. The way he externalizes his thought
demonstrates that he is aware of the interdependent relationship between
longitude and theta.
Links between all three coordinates
The manipulation of 3D controller acted as
vehicle with which students realised the notion of vector as the displacement
and associated airplanes’ displacement with the variation in geographical
coordinates. In this way, students explored vectors’ properties as they constructed
links between geographical coordinates (the variables of the vector of
displacement) and the spherical coordinates. In the following episode we can
see how the controller is used to identify the dependent relationship between
coordinates’ values. In particular, the student is using the arrow to prove the
way values of geographical coordinates change relatively to the arrow movement.
R: You‘re saying that coordinates
change. (meaning geographical coordinates)
S1: Yes
R: Increase or decrease? What happens?
S1: It depends on where the arrow's
direction is. (moving the arrow of the 3D controller)
Another example of controller’s utilization
to create links between different coordinates, is shown in the following
sequence of students’ interaction with the environment, where they utilize both
spherical and geographical coordinates to specify a position in space.
The sequence of students’ actions indicates
that they endeavour to associate the displacement in 3d space through the use
of both systems of reference. Initially they use the 3d controller
representation (spherical coordinates) and in this way they specify a point on
the map as the geographical coordinates change simultaneously. Their second
action includes the setting of one of the geographical coordinates as they want
to place the airplane at a specific height on the map. In this case students
utilised both Cruislet functionalities and the representations provided, as
they attempted to combine the two systems of reference to displace the
airplane.
An interesting dialogue that demonstrates
the use of the 3D controller representation as a way of combining coordinates
is the following one.
R: Why it’s better? (meaning the
controller)
S: Because it combines both.
R: Which?
S: Because it has, west, north and
east and all these, we can do position. And because of the arrow, we can do
theta and fi. In other words…
R: You confused me.
S: We can do position because of the
North, South, West, East. And with the arrow, we can also do inclination.
In this dialogue S endeavor to support his
statement that the 3D controller is the best representation to use. In his
attempt to prove this, he is trying to correlate issues regarding both systems
of reference, such as geographical directions that are represented on the
sphere of the controller, with the arrow that defines the direction of the
intended displacement.
Concluding, we could say that in the
language of Didactical Functionalities, students’ choices among the different
coordinates’ systems were based upon the modalities of use of the available
representations built in the Cruislet.
Conclusions
Cruislet microworld is designed to provide
students for instrumentalization through constructionist activity in the
context of half-baked microworlds (Kynigos, 2007). In particular we use the
idea of half – baked games. These are games that incorporate an interesting
game idea, but they are incomplete by design in order to poke students to
finish or change their rules. Thus students explored the Guess my flight game play,
changed it and thus adopted both roles of player and designer of the game. From
this point of view the work and play with Cruislet is based on the idea of
instrumentation and instrumentalization (Guin &Trouche, 1999) since
displacement rules questioned and re-defined by the students resulting in a
variety of artefacts. In our analysis we focused on those incidents during the
teaching experiment where students seemed to be engaged in the process of
instrumentation and instrumentalization by exploiting the rules of the Guess my
flight game and then by setting their own rules resulting on the development of
new games.
The key point here is that students can
build their models into the medium that can act as a support for developing new
meanings by investigating their hypothesis and argumentation in social
contexts. Displacing avatars and articulating rules of and relationships
between the displacements can thus provide an action/notation context which can
be a new resource for activity and construction of meanings, not so dependent
on the medium for its expression. Noss and Hoyles (1996) introduced the notion
of situated abstraction to describe how learners construct mathematical ideas
by drawing on the linguistic and conceptual resources available for expressing
them in a particular computational setting which, in turn, shapes the ways the
ideas are expressed. Yet, from a social constructivist perspective,
psychological and social aspects of learning can never be considered separately
and the term situated abstraction captures also the synergy between them:
student’s activity within a community (Lave & Wenger, 1991) both shapes and
is shaped by their interaction with the available tools and those around them.
From a constructionist’s point of view, the
functionalities of the new digital media such as Cruislet provide a challenging
learning context where the different mathematical concepts and mathematical
abilities are embedded and interconnected. The role of the built in Logo
environment is crusial as it provides opportunities to students to express
ideas in meaningful ways and in this way it can be seen as a medium in the
transitional stage between intuitions and meaningful formalism. In the case of
Cruislet, navigational mathematics becomes the core of the mathematical
concepts that involves the geographical and spherical coordinate system
interconnected with the visualization ability.
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