Thesisprocessbookfinal

Page 1

THINKING

THROUGH

MATH A SENIOR THESIS BY PHUONG NGUYEN


RESEARCH: OBJECTIVE

Math is an important aspect in our daily lives. We use math in our daily lives whether we know it or not. Math is crucial to econmoic survival because leading jobs in the world such as engineering and medicine research requires a great amount of understanding the language of math. Due to the education’s system heavy focuse on test-taking and memorizations creativity in learning math have been stiffled. There is very little innovation that is fueled by curiosity involved in youth’s learning. It is important to reintroduce and tell the importance of creativity to the community to express the urgency of creative learning for math, resulting in the creative math learning center.

A creative math learning center that nurture children’s learning abilities through physical interpretation of curiosity, which will support an innovation learning environment that will foster life-long creative thinking skills.


RESEARCH: INFOGRAPHICS Math: a language numbers and their operations, MATH: a languageand and science science ofofnumbers and their operations,

interrelations, combinations, generalizations, and abstractions interrelations , combinations, generalizations, and abstractions and of space and of space configurations and their structure, measurement, configurations and their structure, measurement, transformations transformations.

2

IMMEDIATE IMMEDITATE PERCEPTION PERCEPTION

a+

2

b=c 2

INTIMIDATING INTIMIDATING DIFFICULT DIFFICULT CONFUSING CONFUSING

CRUCIAL TO CRUCIAL TO ECONOMIC ECONOMIC SURVIVAL SURVIVAL

GLOBAL GLOBAL COMPETITIVENESS COMPETITIVENESS

RANKED RANKED 25TH 25TH NATIONALLY

2012 2012 Approximately of Approximately 81%81% of 50,000 students are from lowfrom income 50,000 students homes. low income homes. =1000 Student

Millions ofdollars dollars Millions of in in budget budget cuts for school cuts for schools aleady. already.

cutsofoffunding funding cuts meanscuts cutsof of means suppliesand and supplies supportfor for class class support

77.8%ofofgeneral general 77.8% funds are fund are used to used to fund students: support: • classroom classroom • texbook textbook


RESEARCH: STUDIES JEAN PIAGET LEARNINGTHEORY

??? PREOPERATIONAL

engage in symbolic play egocentric AGE 2-7

DEFINING CREATIVITY

CURIOSITY WHO? WHAT? WHEN? WHERE? HOW? WHY?

??? CONCRETE OPERATIONAL

?+?=? FORMAL OPERATIONAL

organized and rational thinking cannot think abstractly or hypothetically AGES 8-11 think abstractly order of reasoning imagine outcomes of actions AGES 12+

CREATIVITY IMAGINATION KNOWLEDGE EVALUATION

=

INNOVATION IMPLEMENTATION EXECUTION


RESEARCH: IMPLEMENTATION CURIOSITY

CREATIVE THINKING SKILLS

MATH

COLLABORATION

Can physical interpretation of a curios space help youth learn math in a collaborative way that create life-long creative thinking skills?


CASE STUDY: MOMATH

“The National Museum of Mathematics began in response to the closing of a small museum of mathematics on Long Island, the Goudreau Museum. A group of interested parties (the “Working Group”) met in August 2008 to explore the creation of a new museum of mathematics — one that would go well beyond the Goudreau in both its scope and methodology. Led by Glen Whitney, the group quickly discovered that there was no museum of mathematics in the United States, and yet there was incredible demand for hands-on math programming.” Accomplishments to date include creating the popular Math Midway exhibition, which is currently touring museums throughout the United States; leading math tours in various U.S. cities; the Math Encounters presentation series; delivering programs for students, teachers, and the public to increase appreciation of mathematics; and raising over $22 million to date.

The mission of Museum of Mathematics

“Mathematics illuminates the patterns that abound in our world. The National Museum of Mathematics strives to enhance public understanding and perception of mathematics. Its dynamic exhibits and programs will stimulate inquiry, spark curiosity, and reveal the wonders of mathematics. The museum’s activities will lead a broad and diverse audience to understand the evolving, creative, human, and aesthetic nature of mathematics.”



CASE STUDY: C.M.A. center for creativity

The Center for Creativity (CfC) is a catalyst – a jumping off point for individuals and groups to discover and explore their unique connections to creativity. Through captivating spaces, engaging experiences and programs and dynamic services and resources, we invite people of all ages to participate in activities that nurture creative thinking and doing: observing, questioning, experimenting, analyzing, reflecting, and playing. The CfC is an initiative of the Columbus Museum of Art and is the way the institution fulfills its fifth institutional value, CREATIVITY. The 18,000-sqaure-foot CfC is a hub for Museum experiences that foster imagination, critical thinking, and innovation. The CfC will provide myriad experiences that engage CMA visitors with art and with each other, model the creative process, highlight examples of creativity in action, and underscore the importance of creativity in our community. The Columbus Museum of Art has 5 Core Values: Community, Integrity, Advocacy, Quality, and Creativity. The Center for Creativity is the visual manifestation of our value as well as the guiding direction around our learning outcomes.

The philosophy of Museum of Mathematics

“In the Center for Creativity in the Columbus Museum of Art, we believe that creativity is for everyone. It can live within anyone, and take on any form. This is where creativity is fostered. Cultivated. Championed. Celebrated.”



CASE STUDY: YOUmedia

“YOUmedia is an innovative, 21st century teen learning space housed at the Chicago Public Library’s downtown Harold Washington Library Center. YOUmedia was created to connect young adults, books, media, mentors, and institutions throughout the city of Chicago in one dynamic space designed to inspire collaboration and creativity. High school age teens engaging with YOUmedia can access thousands of books, over 100 laptop and desktop computers, and a variety of media creation tools and software, all of which allow them to stretch their imaginations and their digital media skills. By working both in teams and individually, teens have an opportunity to engage in projects that promote critical thinking, creativity, and skill-building. The design of the YOUmedia space is based on the research of Professor Mizuko Ito and colleagues, Living and Learning with Digital Media (2008). This ethnographic study of more than 700 youth found that young people participate with digital media in three ways: (1) they ‘hang out’ with friends in social spaces such as Facebook; (2) they ‘mess around’ or tinker with digital media, making simple videos, playing online games, or posting pictures in Flickr; and (3) they ‘geek out’ in online groups that facilitate exploration of their core interests.”

The goal of YOUmedia

“The goal of YOUmedia’s physical and online spaces is to support young people in participating with digital media across all three of these practices so that, in time, there is a substantial increase in the number of youth in Chicago who use online resources and new media as tools to engage in inquiry about their neighborhoods, the city, and the world. The design of the YOUmedia learning space encourages individual and collaborative work and also provides a safe and open space where teens can come just to hang out.”



THE PROCESS: SITE PLAN & VICINITY


TRAFFIC PATH

PEDESTRIAN PATH

SITE ANALYSIS

TUTTLE GARAGE ARPS GARAGE PROPOSED DROP-OFF

OHIO UNION NORTH GARAGE

NEIL AVENUE GARAGE

PARKING GARAGES


THE PROCESS: DEMOGRAPHICS


elementary school

high school

middle school


THE PROCESS: DIAGRAMS


support

PARTI

main path of travel

education

WAYFINDING FLOORING

WAYFINDING CEILING

wayfinding in ceiling

interactive flooring angular floor change


THE PROCESS: PROGRAMMING


KEY mezzanine level

STUDIO teen studio (high school) collaborative space

below ground

INTERACTIVE LOUNGE interactive technology hang out space

VESTIBULE entry with seating

STUDY ROOM collaborative study space

OFFICE employees’ areas CAFE/LOUNGE self-serve cafe computer area seating

MUSEUM youths’ work on display external exhibits MoMath exhibits

STUDIO young teen studio (midle school) collaborative space

STUDIO children’s studio (elementary) collaborative space

ZONING

INTERACTIVE LOUNGE interactive technology hang out space

INSPIRE

PRODUCTIVE

REFLECT

(LOUNGE)

(STUDIO)

(MUSEUM)

DO. MAKE.

LOOK BACK.

THINK. DISCOVER.


THE PROCESS: SPATIAL IDENTITY


PORTAL TO PLACES NEW SPACE IDENTIFICATION

LAND MARK HIERARCHY IDENTIFICATION

Sterile Institutional Formal

Creative Inviting Intriguing

TYPICAL EDUCATION DESIGN V.S. ANGULAR DESIGN

rest calm quiet relaxed

excitement intense movement high energy


DESIGN SYNTHESIS: FLOORPLANS


MEZZANINE LEVEL BELOW GROUND LEVEL


DESIGN SYNTHESIS: RENDERINGS


RECEPTION & SELF SERVE-CAFE


DESIGN SYNTHESIS: RENDERINGS


INTERACTIVE LOUNGE


DESIGN SYNTHESIS: RENDERINGS


STUDIOS

ELEMENTARY STUDIO

MIDDLE & HIGH SCHOOL STUDIO


DESIGN SYNTHESIS: RENDERINGS


mathematic puzzle game

interactive mathematic screen

music tune (math) related

interactive puzzle table

MUSEUM


“EDUCATION IS NOT THE LEARNING OF FACTS, BUT THE TRAINING OF THE MIND TO THINK.” -ALBERT EINSTEIN


THANK YOU.


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.