9,435 research outputs found
Digital technology in mathematics education: Why it works (or doesn't)
The integration of digital technology confronts teachers, educators and researchers with many questions. What is the potential of ICT for learning and teaching, and which factors are decisive in making it work in the mathematics classroom? To investigate these questions, six cases from leading studies in the field are described, and decisive success factors are identified. This leads to the conclusion that crucial factors for the success of digital technology in mathematics education include the design of the digital tool and corresponding tasks exploiting the tool's pedagogical potential, the role of the teacher and the educational context
The Effects of Digital Game-Based Learning on Algebraic Procedural and Conceptual Understanding and Motivation Towards Mathematics
This study examined the impact of digital game-based learning (DGBL) on procedural and conceptual understanding of algebraic expressions and equations and the motivation of students towards classroom mathematics. The mixed-methods sequential explanatory design was used in this study to collect data to determine the effectiveness of DGBL in a 7th grade STEM class. Following a pre-test and pre-motivation survey, students were assigned to either the DGBL group or the non-gaming computer applications as supplemental to mathematics instruction. In order to address both procedural targets and conceptual targets students would be using the technology interventions in addition to traditional math instruction as part of their daily math class, and a problem-based unit taught as part of their STEM class. Following the treatment, a post-test, post-motivation survey, and a conceptual assessment were administered, as well as a digital questionnaire. No significant differences were detected between their understanding of procedural or conceptual problems, nor was there a significant impact to their motivation towards mathematics based on the quantitative data gathered. Students displayed an enthusiastic response to the DGBL environment based on their transcripts from the follow-up questionnaire. The results of the study imply that there is a need for further development of DGBL systems and scaffolded supports to assist students in making connections from the digital environment to classroom mathematics. It further indicates that enjoyment of the DGBL environment does not necessarily transfer to motivation to learn the subject matter in the non-digital environment
Processing mathematics through digital technologies: A reorganisation of student thinking?
This article reports on aspects of an ongoing study examining the use of digital media in mathematics education. In particular, it is concerned with how understanding evolves when mathematical tasks are engaged through digital pedagogical media in primary school settings. While there has been a growing body of research into software and other digital media that enhances geometric, algebraic, and statistical thinking in secondary schools, research of these aspects in primary school mathematics is still limited, and emerging intermittently. The affordances of digital technology that allow dynamic, visual interaction with mathematical tasks, the rapid manipulation of large amounts of data, and instant feedback to input, have already been identified as ways mathematical ideas can be engaged in alternative ways. How might these, and other opportunities digital media afford, transform the learning experience and the ways mathematical ideas are understood? Using an interpretive methodology, the researcher examined how mathematical thinking can be seen as a function of the pedagogical media through which the mathematics is encountered. The article gives an account of how working in a spreadsheet environment framed learners' patterns of social interaction, and how this interaction, in conjunction with other influences, mediated the understanding of mathematical ideas, through framing the students' learning pathways and facilitating risk taking
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Removing opportunities to calculate improves students' performance on subsequent word problems.
BackgroundIn two studies we investigated whether removing opportunities to calculate could improve students' subsequent ability to solve similar word problems. Students were first asked to write explanations for three word-problems that they thought would help another student understand the problems. Half of the participants explained typical word problems (i.e., problems with enough information to make calculating an answer possible), while the other half explained the same problems with numbers removed, making calculating an answer impossible. We hypothesized that removing opportunities to calculate would induce students to think relationally about the word problems, which would result in higher levels of performance on subsequent transfer problems.ResultsIn both studies, participants who explained the non-calculable problems performed significantly better on the transfer test than participants who explained the typical (i.e., calculable) problems. This was so in spite of the manipulation not fully suppressing students' desire to calculate. Many students in the non-calculable group explicitly stated that they needed numbers in order to answer the question or made up numbers with which to calculate. There was a significant, positive relationship between the frequency with which students made up numbers and their self-reported mathematics anxiety.ConclusionsWe hypothesized that the mechanism at play was a reduction in instrumental thinking (and an increase in relational thinking). Interventions designed to help students remediate prior mathematical failure should perhaps focus less on the specific skills students are lacking, and more on the dispositions they bring to the task of "doing mathematics.
Using crises, feedback and fading for online task design
A recent discussion involves the elaboration on possible design principles for sequences of tasks. This paper builds on three principles, as described by Bokhove and Drijvers (2012a). A model with ingredients of crises, feedback and fading of sequences with near-similar tasks can be used to address both procedural fluency and conceptual understanding in an online environment. Apart from theoretical underpinnings, this is demonstrated by analyzing a case example from a study conducted in nine schools in the Netherlands. Together with quantitative results of the underlying study, it is showed that the model described could be a fruitful addition to the task design repertoire
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Enactivism and ethnomethodological conversation analysis as tools for expanding Universal Design for Learning: the case of visually impaired mathematics students
Blind and visually impaired mathematics students must rely on accessible materials such as tactile diagrams to learn mathematics. However, these compensatory materials are frequently found to offer students inferior opportunities for engaging in mathematical practice and do not allow sensorily heterogenous students to collaborate. Such prevailing problems of access and interaction are central concerns of Universal Design for Learning (UDL), an engineering paradigm for inclusive participation in cultural praxis like mathematics. Rather than directly adapt existing artifacts for broader usage, UDL process begins by interrogating the praxis these artifacts serve and then radically re-imagining tools and ecologies to optimize usability for all learners. We argue for the utility of two additional frameworks to enhance UDL efforts: (a) enactivism, a cognitive-sciences view of learning, knowing, and reasoning as modal activity; and (b) ethnomethodological conversation analysis (EMCA), which investigates participantsâ multimodal methods for coordinating action and meaning. Combined, these approaches help frame the design and evaluation of opportunities for heterogeneous students to learn mathematics collaboratively in inclusive classrooms by coordinating perceptuo-motor solutions to joint manipulation problems. We contextualize the thesis with a proposal for a pluralist design for proportions, in which a pair of students jointly operate an interactive technological device
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HD Physiology Project-Japanese efforts to promote multilevel integrative systems biology and physiome research.
The HD Physiology Project is a Japanese research consortium that aimed to develop methods and a computational platform in which physiological and pathological information can be described in high-level definitions across multiple scales of time and size. During the 5 years of this project, an appropriate software platform for multilevel functional simulation was developed and a whole-heart model including pharmacokinetics for the assessment of the proarrhythmic risk of drugs was developed. In this article, we outline the description and scientific strategy of this project and present the achievements and influence on multilevel integrative systems biology and physiome research
Uso de crisis, realimentaciĂłn y desvanecimiento para el diseño de tareas en lĂnea
A recent discussion involves the elaboration on possible design principles for sequences of tasks. This paper builds on three principles, as described by Bokhove and Drijvers (2012a). A model with ingredients of crises, feedback and fading of sequences with near-similar tasks can be used to address both procedural fluency and conceptual understanding in an online environment.
Apart from theoretical underpinnings, this is demonstrated by analyzing a case example from a study conducted in nine schools in the Netherlands. Together with quantitative results of the underlying study, it is showed that the model described could be a fruitful addition to the task design repertoire.Una discusiĂłn reciente implica la elaboraciĂłn de posibles principios para el diseño de secuencias de tareas. Este documento se basa en tres principios, descritos en Bokhove y Drijvers (2012a). Un modelo que comprende las componentes de crisis, realimentaciĂłn y desvanecimiento de secuencias con tareas muy similares puede ser utilizado para abordar tanto la fluidez procedimental como la comprensiĂłn conceptual en un entorno en lĂnea. AdemĂĄs de estar fundamentado teĂłricamente, esto se demuestra mediante el anĂĄlisis de un ejemplo de caso de un estudio realizado en nueve centros educativos de los PaĂses Bajos. Junto con los resultados cuantitativos del estudio subyacente, se muestra que el modelo descrito podrĂa ser una incorporaciĂłn Ăștil en el repertorio del diseño de tareas
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