Abstract
The aims of this paper are: 1) to characterize computer exploratory software; 2) to identify the roots of this kind of software; 3) to present a model to design computer exploratory environments for science and mathematics; 4) to discuss some of the basic issues of the model; and 5) to analyse some programs developed in the framework of the model. The model is based on findings in learning and in recent developments of computer graphic environments. It as-sumes that: 1) learning is a process of enculturation, a process of becoming familiar with ideas and representations; 2) exploratory software should be integrated with other resources; 3) exploratory software should allow direct manipulation of concrete-abstract objects and the exploration of multiple representations of a phenomenon.
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Teodoro, V.D. (1993). A Model to Design Computer Exploratory Software for Science and Mathematics. In: Towne, D.M., de Jong, T., Spada, H. (eds) Simulation-Based Experiential Learning. NATO ASI Series, vol 122. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-78539-9_13
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DOI: https://doi.org/10.1007/978-3-642-78539-9_13
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