4 research outputs found
Phases of collaborative mathematical problem solving and joint attention : a case study utilizing mobile gaze tracking
Given the recent development of mobile gaze-tracking devices it has become possible to view and interpret what the student sees and unravel the associated problem-solving processes further. It has also become possible to pinpoint joint attention occurrences that are fundamental for learning. In this study, we examined joint attention in collaborative mathematical problem solving. We studied the thought processes of four 15-16-year-old students in their regular classroom, using mobile gaze tracking, video and audio recordings, and smartpens. The four students worked as a group to find the shortest path to connect the vertices of a square. Combining information on the student gaze targets with a qualitative interpretation of the context, we identified the occurrences of joint attention, out of which 49 were joint visual attention occurrences and 28 were attention to different representations of the same mathematical idea. We call this joint representational attention. We discovered that 'verifying' (43%) and 'watching and listening' (35%) were the most common phases during joint attention. The most frequently occurring problem solving phases right after joint attention were also 'verifying' (47%) and 'watching and listening' (34%). We detected phase cycles commonly found in individual problem-solving processes ('planning and exploring', 'implementing', and 'verifying') outside of joint attention. We also detected phase shifts between 'verifying', 'watching and listening', and 'understanding' a problem, often occurring during joint attention. Therefore, these phases can be seen as a signal of successful interaction and the promotion of collaboration.Peer reviewe
Advancing video research methodology to capture the processes of social interaction and multimodality
In this reflective methodological paper we focus on affordances and challenges of video data. We compare and analyze two research settings that use the latest video technology to capture classroom interactions in mathematics education, namely, The Social Unit of Learning (SUL) project of the University of Melbourne and the MathTrack project of the University of Helsinki. While using these two settings as examples, we have structured our reflections around themes pertinent to video research in general, namely, research methods, data management, and research ethics. SUL and MathTrack share an understanding of mathematics learning as social multimodal practice, and provide possibilities for zooming into the situational micro interactions that construct collaborative problem-solving learning. Both settings provide rich data for in-depth analyses of peer interactions and learning processes. The settings share special needs for technical support and data management, as well as attention to ethical aspects from the perspective of the participants' security and discretion. SUL data are especially suitable for investigating interactions on a broad scope, addressing how multiple interactional processes intertwine. MathTrack, on the other hand, enables exploration of participants' visual attention in detail and its role in learning. Both settings could provide tools for teachers' professional development by showing them aspects of classroom interactions that would otherwise remain hidden.Peer reviewe
Exploring collaboration during mathematics problem solving in the classroom with multiple mobile eye tracking
Conference on Embodied Design in Interaction, October 30-31, 2017, Utrecht University, UtrechtNon peer reviewe