Prototype of Project AI4Math: Interdisciplinary and Innovative
Technology for Accelerated Learning of Mathematics
AIJA CUNSKA
Vidzeme University of Applied Sciences,
Cēsu street 4, Valmiera, LV4201,
LATVIA
Abstract: -As the demand for sustainable education increases, teaching and learning strategies also change and
evolve. They are becoming more innovative, creative and technology-based. It is mathematics that is one of the
most important subjects with horizontal influence on other sectors, which poses the greatest challenges to
educators with the question "How to teach students in such a way that they become interested in mathematics?" As
an answer to the question, a new product was created. Using a carefully developed methodology and taking into
account the needs of students, the post-doctoral research project "Artificial Intelligence (AI) Support for Approach
of Accelerated Learning of Mathematics (AI4Math), through the cooperation of an interdisciplinary team in the
fields of information technology, mathematics, mechatronics, sports and artificial intelligence, a prototype was
developed for an innovative technology that arouses emotions in students of different ages, creates a competitive
spirit and promotes accelerated learning of mathematics.
The AI4Math prototype combines 3 components: 1) a pressure-sensitive floor platform for jumping out the
solutions of mathematical expressions, 2) application for calculation of math expressions, evaluation of answers,
accumulation and processing of Big Data, 3) an AI solution for emotion control.
The study makes a valuable contribution to researchers, entrepreneurs and the education industry, as it reveals
the conditions necessary for modern and sustainable accelerated learning of mathematics. Given that the AI4Math
prototype provides an innovative approach to learning mathematics through physical activity, the survey data
indicated support and future development prospects for the interdisciplinary technology.
Key-words: AI4Math, technology prototype, accelerated learning of mathematics, interdisciplinary approach.
Received: April 6, 2022. Revised: September 22, 2022. Accepted: October 24, 2022. Published: November 14, 2022.
1 Introduction
"Support of Artificial Intelligence (AI) for an
accelerated approach of learning mathematics
(AI4Math)" is an interdisciplinary post-doctoral
research project not related to economic activity,
where the development of human resources is
promoted as a result of the cooperation of specialists
from the fields of mathematics, pedagogy and ICT,
increasing the diversity, accessibility, motivation,
and involvement of mathematics education and
relevance to the future needs of STEM industries.
This is consistent with Latvia's strategic plans, for
example, "Smart Specialization Strategy for
Research and Innovation (RIS3)", [1], as a national
research and innovation strategy in Latvia highlights
as one of the priority areas "Information and
communication technologies" and 5th priority: A
modern, and corresponding to the future labour
market demands, education system that facilitates the
transformation of national economy and
development of competences required for the
implementation of RIS3 priorities, enterprising spirit
and creativity at all levels of education.
Today's world is not the world we grew up in, and
today's world is certainly not the world our children
will live in. The world has undergone dramatic
changes, and children of the digital generation must
adapt to the demands of future sustainable education.
Education is at the heart of the 2030 Agenda for
Sustainable Development and essential for the
success of all SDGs [2]. Recognizing the important
role of education, the 2030 Agenda for Sustainable
Development highlights education as a stand-alone
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1839
Volume 19, 2022
goal (SDG 4) and also includes targets on education
under several other SDGs, notably those on health;
growth and employment; sustainable consumption
and production; and climate change. In fact,
education can accelerate progress towards the
achievement of all of the SDGs and therefore should
be part of the strategies to achieve each of them.
Mathematics is the key to other fields of science.
Therefore, the teaching of mathematics plays a
particularly important role in the implementation of
sustainable education in order to achieve future
goals: to make learning of mathematics more
meaningful and useful, as well as to support the
development of 21st century competencies (critical
thinking, creativity, communication and
collaboration), [3].
The student survey conducted as part of the
research indicates that sustainable education is one
that takes into account the interests and needs of
students, as well as includes an interdisciplinary
approach, adds value to technology and promotes
accelerated learning of the curriculum. Therefore, the
basic question and challenge of the specific research
is "How to teach students in such a way that they
become interested in mathematics?" Because interest
is what promotes involvement in the learning process
and understanding of the subject matter, which in
turn improves performance. As an answer to the
question, the prototype of the AI4Math project,
which is an interdisciplinary and innovative
technology for accelerated learning of mathematics,
is proposed within the framework of the research. It
has been developed by specialists from various fields
within one year from July 1, 2021, to June 30, 2022,
adapting the functionality to the curriculum of
mathematics of general education.
2 Literature Review
2.1 Interdisciplinary Approach
An interdisciplinary approach usually promotes
knowledge and competences for sustainable
development at different stages of education, [4].
Also, in working life, people's ability to cooperate
with others is increasingly valued. Cooperation is
considered a central factor in the development of
prosperity, productivity and innovation, [5]. Close
interdisciplinary and cross-industry cooperation can
positively influence the professional development of
staff, communication strategy and customer research,
[6]. Theory suggests that multidisciplinary teams
foster innovative thinking, [7] and that
entrepreneurial teams composed of members with
diverse backgrounds perform better than others, [8].
Start-ups are mostly a team journey where everyone
has a “strength”, and it is better if each member has a
different “strength”, [9]. In addition, teams solve
problems faster if they are more cognitively diverse,
so a multidisciplinary team seems more suitable for a
start-up team as well, [10]. The interdisciplinary
approach has become relevant in modern educational
programs, as it is considered an important and
challenging future educational solution. Compared to
traditional educational approaches, interdisciplinary
teaching and learning allows students to combine the
learning of different subjects simultaneously to find
new and deeper ways of thinking about problems and
their solutions. An interdisciplinary approach
changes the way students normally learn, allowing
them to synthesize multiple perspectives rather than
receiving information provided by an instructor
according to rigid guidelines. In this approach,
teachers collaborate to invent and apply more
effective, innovative teaching tools, linking one
subject to others. The main goal of the
interdisciplinary approach is to develop skills and
values, such as critical thinking, the ability to
cooperate cooperatively, flexibility, adaptability,
solidarity, mainly by providing basic knowledge, its
research, classification, selection, evaluation,
resolution and observation, [11]. If science is taught
with the help of physical activities, then a dynamic
and cooperative learning environment is created that
promotes positive mutual cooperation, strengthens
individual responsibility, promotes interaction and
group work, as well as sustainable development
competencies: critical thinking, analytics,
cooperation and strategic action, [4].
2.2 Innovative Technologies for Education
In the era of globalization, the concepts of
"innovation" and "innovative technology" have
become an integral part of our lives. Innovative
technologies contribute to the development of the
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1840
Volume 19, 2022
"pedagogical system" of education, [12]. Innovative
teaching methods are the goal of many educators.
Teaching students in a way that makes them
interested in mathematics can sometimes be a big
challenge. Research into the cognitive abilities of the
brain has shown that certain methods and approaches
can improve the learning process. Smartly controlled
technology in the classroom: computers, tablets,
digital cameras, video conferencing, GPS and other
devices can enhance the student's learning
experience. The use of innovative technologies in
teaching mathematics is associated with the
challenges of finding ways and means to activate
students' cognitive interest, develop their creative
abilities and stimulate mental activity, [13]. When
creating the AI4Math prototype, inspiration was
taken from the innovative pedagogic methods and
technologies collected by The Open University over
several years: 1) The "Best learning moments"
method promotes deep involvement and immersion
in the tasks to be performed, which in turn evokes
emotions and creates a sense of pleasure. Best
learning moments usually result in a high level of
satisfaction and are particularly memorable when
technology is applied and students' interests and
values are taken into account, [14]; 2) Artificial
Intelligence (AI) is already a part of life, which is
slowly and quietly entering classrooms as well. It
still has huge potential for improvements in
education, and the topic of AI in education is too
important to be left only to entrepreneurs and
engineers. It is very important for educators and
researchers to collaborate and help understand the
possibilities of AI support for the improvement of
the learning process, [15]; 3) "Playful Learning" is a
method that stimulates creativity, imagination and a
sense of happiness. Playful learning focuses more on
the process than the results, so it develops an
experimental mindset that allows for failures and
mistakes. Play is an active process of exploration, as
opposed to focusing on memorization and results.
Well-designed educational applications are usually
interactive and flexible, with built-in elements of
motivation [16].
2.3 Accelerated Learning of Mathematics
Recent neuroscience researches suggest that children
of the digital generation have developed
"hyperlinked minds". Their brains process
information parallelly or simultaneously. New
scanning technologies have shown that the brain is
highly adaptive and developable throughout life, that
we can change the capacity of memory, the
processing power of neurons, and actually regenerate
neurons. This process is called "neuroplasticity",
[17]. Today's children are simultaneously exposed to
many digital devices, as a result of which digital
"bombardment" creates a new culture in children's
brains. Digital children process information
differently than we do, where visual perception is
especially important. If people remember only 10
percent of the information after 72 hours, adding a
visual image to the text can increase recall to 65
percent. This is because the brain processes images
60,000 times faster than text, [17]. The digital
generation wants 1) to learn "in the moment" and not
for every occasion, 2) to receive fast and
understandable feedback, which is usually given by
computer games, 3) learning to be active, creative
and fun, 4) spatial and problem tasks similar to
strategic computer games [17].
The concept of accelerated learning (AL) does not
have a clear and unified definition yet. The concept
of AL is continuously debated by researchers and
educational professionals in various fields. And
some important components have also been
discussed in the literature. In the beginning, AL was
defined as "faster acquisition of skills and
knowledge", [18]. Other definitions also focus on the
time factor, for example, "any learning system that
tries to optimize the time spent learning to the
content learned", [19]. On the other hand,
researchers, [20], [21] have pointed out that AL is an
approach that is used to improve students' learning
abilities, so that students can learn faster and more
efficiently, and the learning atmosphere is created as
a fun and active interaction between students and
teachers. The beginnings of the involvement of "the
whole body, mind and human experience" in the
learning process were proposed by Meier, [22]. The
Center for Accelerated Learning (Alcenter) has
stated that AL is the most advanced of methods
today, forming a complete system to accelerate the
learning process based on the latest brain research.
AL is the way we learn using all of our human gifts:
physical, creative, musical, artistic, etc. AL is an
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1841
Volume 19, 2022
activity-based and student-oriented process that has
the following basic principles, [22], [23]: 1) learning
covers the entire human mind and body with all
senses and emotions, 2) learning is the creation of
new knowledge and skills, not consumption, 3)
learning is cooperation, 4) learning takes place on
many levels at the same time, 5) learning takes place
by practicing, 6) positive emotions significantly
improve learning, 7) visual images help to perceive
and retain information more easily.
According to Dave Meyer's view, the AL approach
helps students to develop a positive attitude directly
towards mathematics, [24]. The National Institute for
Excellence in Teaching (NIET) emphasizes that
accelerated learning of mathematics is usually
associated with special programs for gifted children
or, on the contrary, for students with more special
needs. It is often controversial but understanding it in
general promotes greater involvement of teachers in
planning and regular evaluation of the learning
process. Students thrive in an environment where
their needs are taken into account and their readiness
levels are determined, [25]. Accelerated learning of
mathematics is a curriculum-based system that
includes several principles: delivering content
appropriate to skill level, setting personalized goals,
providing sufficient practice time, and providing
direct and immediate feedback, [26].
3 Methodology
For the qualitative development of the AI4Math
prototype, a methodology model was created (Fig.
1), it includes elements of divergent and convergent
thinking. Divergent thinking refers to reaching a
solution to a problem in which several possible
solutions are proposed and the correct or optimal one
is chosen, [27]. Convergent thinking, on the other
hand, refers to the application of rules or procedures
to obtain one correct solution to a problem [27].
Also, the model includes problem space and solution
space. Legner et al., [28], found that the
accumulation of knowledge about a certain field
usually occurs gradually as a result of various
situations and knowledge maturation (solution space)
and in response to changing data sets (problem
space).
Fig. 1: The methodology model of research
According to the model, the study consisted of
four stages of development: 1) Understanding phase
(literature research and student survey); 2) Modeling
phase (EKD modeling and mini hackathon in Miro
environment); 3) Development phase (technology
prototyping and testing) and 4) Reflection phase
(student survey and conclusions).
3.1 Understanding Phase 1
First, the most current literature in the field of
education related to interdisciplinary approaches,
innovative technologies and accelerated learning of
mathematics was collected and analysed. (see
“Literature review” section).
3.2 Understanding Phase 2
To achieve the goal of the study, a survey was
conducted for the target group to ascertain the
conditions that, according to the students, can
accelerate the learning of mathematics. An online
survey was used instead of a paper survey, as the
data was collected in the fall of 2021 a period
when Latvian schools were closed under the
influence of the Covid-19 pandemic, forcing a
complete transition from face-to-face learning to
online learning. The online survey lasted one month
in total and a total of 225 responses were received
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1842
Volume 19, 2022
from students at different Latvian schools and ages.
The demographic profile of respondents was 62%
girls and 38% boys. In the survey, the question
"Could the learning of mathematics be accelerated by
the following approach?" students could mark the
answers 'yes', 'partly' or 'no' next to the statements
(Fig. 2):
Fig. 2: Survey of Latvian students "What can
accelerate the learning of mathematics?"
3.3 Modeling Phase 1
For modelling the Enterprise Knowledge
Development (EKD) method developed at the Royal
Institute of Technology (KTH) in Sweden was used,
[29]. The EKD modelling method is one of the most
recognized methods of company modelling and
strategic analysis. It has proven its effectiveness in
both the private and public sectors. The EKD method
helps to clearly formulate and discuss various issues
related to solving difficult-to-structure problems. It
allows the creation of models that determine the
further development of the organization or project,
thereby contributing to its restructuring and
implementation of changes, [30]. The EKD method
also contributes to the implementation of the
developed models since the interested parties in the
development are involved in the EKD modelling
workshop. A modelling workshop usually consists of
activities such as generating ideas, evaluating and
structuring ideas, and making concrete decisions to
achieve the set goals. The "visible" result of such a
seminar is a model that documents the developed
problem solutions and the adopted decisions, [31].
Specifically, during project research, two work
seminars were held in the fall of 2021, where
cooperation partners met to create an EKD model for
the development of an AI4Math prototype. The
created EKD model (Fig. 3) consists of six basic
parts:
1) target groups (Students aged 3 to 18 years,
Schools (public and private), Math teachers,
Families where students grow up, Libraries,
Interest education groups, Educational game
companies);
2) problem solution and purpose (Arouse emotions,
Emotion creates interest, and interest creates
understanding, Add value to technology, A
creative approach to learning mathematics,
Promote motivation, Accelerated learning,
Learning with joy and movement);
3) cooperation partners and design ideas (Vidzeme
University of Applied Sciences, Valmiera
Business Incubator, Company “Asya.AI”, Riga
Technical University, Schools, University of
Malta);
4) communication and collaboration tools (Whats
App, Miro, e-mail, Trello, MS Teams, Zoom,
Weekly meetings, Power Point, Google docs,
Scientific papers);
5) benefits for customers (Emotions, Physical
activities, An interdisciplinary approach,
Innovative technology, Math App, Fast feedback,
Collaboration with peers, AI support);
6) value proposition (Health (physical), Health
(mental), Growth opportunities, Balance,
Motivation, Time, Feedback, Mathematical
competence, Cahoot, Know-how, Technologies).
Fig. 3: EKD model of AI4Math prototype
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1843
Volume 19, 2022
3.4 Modeling Phase 2
In order to involve the minds and abilities of students
in the research project, the hackathon method was
used. According to an informative source, [32], the
idea and practice of hackathons in the world started
way back in 1999 in Canada, when the developers of
the OpenBSD programming company got together to
avoid legal problems caused by US cryptographic
software export regulations. That's how the term
started, because the word hackathon is a combination
of the words "hack" and "marathon", where "hack" is
used for research planning, not malicious hacking of
a computer program. A hackathon or technology
marathon is an event aimed at creating new teams
and creating new technological solutions. Initially,
everyone who has a business idea presents it to the
other participants. Participants then choose which
idea to develop further to build a real product
prototype from scratch, [33]. Specifically, in the
course of project research, in November 2021, a
hackathon of 30 students of the Faculty of
Engineering of Vidzeme University was held in the
online ZOOM environment in order to create five
ideas for a possible AI4Math prototype using the
MIRO tool (Fig. 4).
Fig. 4: Hackathon in Miro environment for AI4Math
prototype idea generation
4 Results
4.1 Development Phase 1
Taking into account all the conditions described
above, an interdisciplinary technology prototype was
created as part of the research project with the
following goals: 1) to make learning mathematics in
schools more exciting and fun, 2) to encourage
students to move and be more physically active, 3) to
promote students' emotional well-being and energize
brain activity. The AI4Math prototype combines 3
components: 1) a pressure-sensitive platform for
jumping out the solutions of mathematical
expressions, 2) an application for calculation,
evaluation, accumulation and processing of Big Data,
3) AI solutions for emotion control. Through the
cooperation of three students of the Vidzeme
University Faculty of Engineering, each of the three
components of the prototype, which can be seen in
the picture (Fig. 5), was developed as part of a
separate bachelor's thesis: “Developing a prototype
input device for learning of mathematics”, [34],
“Development a prototype of mobile application for
learning mathematics with artificial intelligence
support”, [35] and “Artificial Emotion Intelligence to
Increase Mathematical Competence”, [36].
Fig. 5: AI4Math prototype for accelerated math
learning
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1844
Volume 19, 2022
4.2 Development Phase 2
Prototype testing was done for each component
separately within each bachelor's thesis. The testing
of the application was carried out step-by-step, both
during the development of the modules and after the
completion of the development of the mobile app
prototype. Testing was done on a Huawei P10
mobile device with Android 9 version of the
operating system using the Expo service. Testing was
done by running manual tests that were designed
according to the functionality provided by each
module. The performed tests were created according
to scenarios, how the user could intuitively handle
the mobile app, without receiving any instructions
about the functionalities of the mobile app. Errors
encountered during testing were captured and fixed
until the next phase of testing, which usually
occurred at the end of the development of the current
module. At the end of the functionality development
of each new module, new tests were developed and
tested. Along with the execution of the new tests, the
tests of the previously developed functionality were
also executed to make sure that the new functionality
did not "break" any of the previously implemented
functionality. During testing, both the user interface
and various input data fields were tested to avoid
incorrect information being entered by the user.
The purpose of testing AI support was to test the
functionality of the server and the behavior of the AI
solution prototype, and the testing used WinSCP and
Putty software, Swagger UI documentation, FastAPI
web framework, UUID identifier and GET method.
In turn, the entire AI4Math prototype was put
together and tested several times in the prototyping
laboratory of the Riga Technical University at Cēsis
Study and Science Centre together with two
researchers, two scientific consultants and 11
students of different ages. As a result, improvements
were made according to the noted shortcomings and
the suggestions of the students.
4.3 Reflection Phase 1
In order to ascertain the usefulness of the prototype,
focus group interviews with students were held
during the testing sessions. All interviewed students
(100%) stated that after the events of the COVID-19
pandemic, health has become one of their main
values. For this reason, physical activity should also
become an integral part of life. Considering that the
AI4Math prototype provides an innovative approach
to learning mathematics through physical activities,
all students (100%) indicated support and a future
development perspective for the interdisciplinary
technology.
5 Conclusion
Research and AI4Math prototype test results indicate
that sustainable education is one that takes into
account students' interests and needs, and 1) includes
an interdisciplinary approach, 2) adds value to
technology, and 3) promotes accelerated learning, 4)
teaches “in the moment not for every case, 5)
provides quick and understandable feedback, 6)
ensures that learning is active, creative and fun, 7)
evokes emotions and creates a sense of pleasure, 8)
promotes deep involvement and immersion in the
tasks to be performed, 9) allows failures and
mistakes, 10) develops experimental thinking and
11) promotes motivation.
The study makes a valuable contribution to
researchers, entrepreneurs and the education
industry, as it reveals the conditions necessary for
modern and sustainable accelerated mathematics
learning. While more and more new AI solutions are
emerging in manufacturing, in school education AI
solutions are still at an early stage of development.
Mathematics is one of the most grateful subjects
where AI solutions can be successfully used to
promote collaboration and individual approach, to
speed up task correction and feedback, to generate
more and different tasks, to relieve teachers' time and
to respond to students' emotions. As a result,
teachers, researchers and IT industry specialists are
invited to cooperate in order to create more and more
new interdisciplinary and innovative technologies for
accelerated learning of mathematics, as well as to
develop a new research direction "accelerated
learning", which has so far been very little studied
and described in scientific research.
This study also has limiting factors, as the target
audience survey was conducted during the Covid-19
pandemic in a remote format and within the
framework of only one country (Latvia). Therefore,
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1845
Volume 19, 2022
the research should be continued even after the
pandemic and from the perspective of other
countries.
Considering that the AI4Math prototype created
within the project provides an innovative approach to
learning mathematics through physical activities, the
survey data indicated support and a future
development perspective for the interdisciplinary
technology. Future tests of the prototype are planned
in schools, science centres and libraries to collect
data and further its development at the level of the
application, the AI algorithms and a pressure-
sensitive floor platform. We are already working on
attracting additional funding to develop the AI4Math
prototype to the production level.
Acknowledgment:
The research is carried out within the framework of
the postdoctoral project “Artificial Intelligence (AI)
Support for Approach of Accelerated Learning of
Mathematics (AI4Math) (1.1.1.2/VIAA/3/19/564)” at
Vidzeme University of Applied Sciences with the
support of ERAF.
References:
[1] Ministry of Education and Science Republic of
Latvia, “Smart Specialisation Strategy,” 2020.
[2] UNESCO, “Education 2030. Incheon
Declaration and Framework for Action for the
implementation of Sustainable Development
Goal 4.”
[3] I. Widiati and D. Juandi, “Philosophy of
mathematics education for sustainable
development,” International Conference on
Mathematics and Science Education (ICMScE
2018). Journal of Physics: Conf. Series 1157
(2019).
[4] M. Bassachs, D. Canabate, T. Serra and J.
Colomer, “Interdisciplinary Cooperative
Educational Approaches to Foster Knowledge
and Competences for Sustainable
development,” Sustainability 2020, 12, 8624;
doi:10.3390/su12208624
[5] S. Kauppi, H. Muukkonen, T. Suorsa and M.
Takala, “I still miss human contact, but this is
more flexible Paradoxes in virtual learning
interaction and multidisciplinary
collaboration,” British Journal of Educational
Technology, Vol 51, No 4, 2020, pp. 1101-
1116.
[6] M. Hiller, H. Bracht and S. Schroeder, “One
year with the COVID-19 pandemic Lessons
learnt? Intersectoral collaboration measures
established during the crisis could benefit
capacity and patient flow management in daily
clinical practice,” Journal of Health
Organization and Management, Volume 36,
Issue 2, Pages 141 148, 4 March 2022.
[7] G. S. Becker, “Human capital revisited.
InHuman Capital: A Theoretical and Empirical
Analysis with Special Reference to
Education,” 3rd ed. Chicago: The University
of Chicago Press, pp. 1528, 1994.
[8] M. G. Colombo and G. Luca, “Founders’
human capital and the growth of new
technology-basedfirms: A competence-based
view,” Research Policy34: pp. 795–816, 2005.
[9] S. Blank and B. Dorf, “The Startup Owner’s
Manual: The Step-by-Step Guide for Building
a Great Company,” Pescadero: K and S. Ranch
Publishers, 2012.
[10] R. Alison and D. Lewis, “Teams Solve
Problems Faster When They’re More
Cognitively Diverse,” Harvrd Business Review
30, 2017.
[11] D. Kaittani, O. Kouli, V. Derri and E.
Kioumourtzoglou, “Interdisciplinary Teaching
in Physical Education,” Arab Journal of
Nutrition and Exercise (AJNE), 2(2), pp. 91-
101, 2017.
[12] M. Boltayeva and S. Fayzullayev,
“INNOVATIVE METHODS AND
TECHNIQUES IN THE EDUCATION
SYSTEM,” Current research journal of
pedagogics, 2(11), pp. 147151, 2021.
[13] G. Shadibayeva, “Innovative methods of
teaching math,” Herakd pedagogiki Nauka i
Praktyka, Volume-2, No 2, 2022, pp 109-112.
[14] A. Kukulska-Hulme, C. Bossu, T. Coughlan,
R. Ferguson, E. FitzGerald, M. Gaved, C.
Heradotou, B. Rienties, J. Sargent, E. Scanlon,
J. Tang, Q. Wang, D. Whitelock and S. Zhang,
“Innovating Peadgogy 2021. Exploring new
forms of teaching, learning and assessment, to
guide educators and policy makers,” Open
University Innovation Report 9, Institute of
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1846
Volume 19, 2022
Educational Technology, The Open University,
2021.
[15] Kukulska-Hulme, E. Beirne, G. Conole, E.
Costello, T. Coughlan, R. Ferguson, E.
FitzGerald, M. Gaved, C. Herodotou, W.
Holmes, C. M. Lochlainn, M. N. G. Mhichil,
B. Rienties, J. Sargent, E. Scanlon, M.
Sharples and D. Whitelock, “Innovating
Pedagogy 2020. Exploring new forms of
teaching, learning and assessment, to guide
educators and policy makers,” Open University
Innovation Report 8, Institute of Educational
Technology, The Open University, 2020.
[16] R. Ferguson, T. Coughlan, K. Egelandsdal, M.
Gaved, C. Herodotou, G. Hillaire, D. Jones, I.
Jowers, A. Kukulska-Hulme, P. McAndrew, K.
Misiejuk, I. J. Ness, B. Rienties, E. Scanlon,
M. Sharples, B. Wasson, M. Weller and D.
Whitelock, “Innovating Pedagogy 2019.
Exploring new forms of teaching, learning and
assessment, to guide educators and policy
makers,” Open University Innovation Report 8,
Institute of Educational Technology, The Open
University, 2019.
[17] 21st Century Fluency Project, “Understanding
the Digital Generation,” keynote perspective.
D. H. Andrews and P. C. Fitzgerald,
“Accelerating Learning of Competence and
Increasing Longterm Learning Retention,” U.S.
Air Force Research Laboratory, Warfighter
Readiness Research Division: Arizona, 2010.
[18] R. Sottilare and B. Goldberg, “Designing
Adaptive Computer-Based Tutoring Systems
to Accelerate Learning and Facilitate
Retention,” Cognitive Technology, 17(1),
2012.
[19] F. Desi, “Pengaruh Penerapan Accelerated
Learning Untuk Meningkatkan Hasil Belajar
Biologi Kelas XI SMA Surakarta,” Skripsi,
Surakarta, diakses tanggal 3 januari 2018.
[20] Q. Qomario, “Pengaruh Pendekatan
Accelerated Learning Terhadap Kemampuan
Pemecahan Masalah Matematis,” Journal of
Elementary School (JOES), Vol. 1, No. 2,
December 2018.
[21] D. Meier, “The Accelerated Learning
Handbook: A Creative Guide to Designing and
Delivering Faster, More Effective Training
Programs,” New York, NY, United States:
McGraw-Hill Education Europe, 2000.
[22] Alcenter, “The Center for Accelerated
Learning. Activating learning potential,” 2021.
Retrieved from URL: www.alcenter.com.
[23] D. Meier, “The Accelerated Learning
Handbook,” Cetakan ke-1, Bandung: Kaifa,
2002.
[24] NIET, “Learning Acceleration Resources.
Accelerated Learning Cycle,” National
Institute for Excellence in Teaching, 2021.
[25] J. Betts, S. Tardew, and J. Ysseldyke, “Use of
an instructional management system to
enhance mathematics instruction of gifted and
talented students,” Journal for the Education of
the Gifted, 27, pp. 293-310, 2004.
[26] L. S. Colzato, A. Szapora, D. Lippelt and B.
Hommel, “Prior meditation practice modulates
performance and strategy use in convergent
and divergent thinking problems,” Mindfulness
2017; 8: pp. 10-6.
[27] C. Legner, T. Pentek and B. Otto,
“Accumulating design knowledge with
reference models: insights from 12 years’
research into data management,” J. Assoc. Inf.
Syst. (JAIS), 2020.
[28] Stockholm University, “EKD Enterprise
Knowledge Development,” the Department of
Computer and Systems Sciences.
[29] J. Stirna, A. Persson, “Ten Years Plus with
EKD: Reflections from Using an Enterprise
Modeling Method in Practice,” Published in
EMMSAD 2007, Economics.
[30] J. Stirna, A. Person, “Evolution of an
Enterprise Modeling Method Next
Generation Improvements of EKD,” Lecture
Notes in Business Information Processing
November 2012.
[31] J. Tauberer, “How to run a successful
Hackathon. A step-by-step guide,”
https://hackathon.guide/
[32] K. Gama, B. Alencar, F. Calegario, A. Neves,
P. Alessio, “A Hackathon Methodology for
Undergraduate Course Projects,” 2018 IEEE
Frontiers in Education Conference (FIE), 03-
06 October 2018, San Jose, CA, USA.
[33] K. Bukavs, “Developing a prototype input
device for learning of mathematics,” Bachelor
thesis, Vidzeme University of Applied
Sciences, 2022.
[34] T. Bauģis, “Development a prototype of
mobile application for learning mathematics
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1847
Volume 19, 2022
with artificial intelligence support,” Bachelor
thesis, Vidzeme University of Applied
Sciences, 2022.
[35] A. Tauriņš, “Artificial Emotion Intelligence to
Increase Mathematical Competence,” Bachelor
thesis, Vidzeme University of Applied
Sciences, 2022.
Creative Commons Attribution License 4.0
(Attribution 4.0 International, CC BY 4.0)
This article is published under the terms of the
Creative Commons Attribution License 4.0
https://creativecommons.org/licenses/by/4.0/deed.en
_US
WSEAS TRANSACTIONS on BUSINESS and ECONOMICS
DOI: 10.37394/23207.2022.19.165
Aija Cunska
E-ISSN: 2224-2899
1848
Volume 19, 2022