9,435 research outputs found

    Digital technology in mathematics education: Why it works (or doesn't)

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    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

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    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?

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    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

    Using crises, feedback and fading for online task design

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    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

    Uso de crisis, realimentación y desvanecimiento para el diseño de tareas en línea

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    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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