21 research outputs found

    Equivalent Fraction Learning Trajectories for Students with Mathematical Learning Difficulties When Using Manipulatives

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    This study identified variations in the learning trajectories of Tier II students when learning equivalent fraction concepts using physical and virtual manipulatives. The study compared three interventions: physical manipulatives, virtual manipulatives, and a combination of physical and virtual manipulatives. The research used a sequential explanatory mixed-method approach to collect and analyze data and used two types of learning trajectories to compare and synthesize the results. For this study, 43 Tier II fifthgrade students participated in 10 sessions of equivalent fraction intervention. Pre- to postdata analysis indicated significant gains for all three interventions. Cohen d effect size scores were used to compare the effect of the three types of manipulatives—at the total, cluster, and questions levels of the assessments. Daily assessment data were used to develop trajectories comparing mastery and achievement changes over the duration of the intervention. Data were also synthesized into an iceberg learning trajectory containing five clusters and three subcluster concepts of equivalent fraction understanding and variations among interventions were identified. The syntheses favored the use of physical manipulatives for instruction in two clusters, the use of virtual manipulatives for one cluster, and the use of combined manipulatives for two clusters. The qualitative analysis identified variations in students’ resolution of misconceptions and variations in their use of strategies and representations. Variations favored virtual manipulatives for the development of symbolic only representations and physical manipulatives for the development of set model representations. Results also suggested that there is a link between the simultaneous linking of the virtual manipulatives and the development of multiplicative thinking as seen in the tendency of the students using virtual manipulative intervention to have higher gains on questions asking students to develop groups of three or more equivalent fractions. These results demonstrated that the instructional affordances of physical and virtual manipulatives are specific to different equivalent fraction subconcepts and that an understanding of the variations is needed to determine when and how each manipulative should be used in the sequence of instruction

    Examining Patterns in Second Graders’ Use of Virtual Manipulative Mathematics Apps through Heatmap Analysis

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    This study examined 32 second-grade children’s interactions with six virtual manipulative mathematics apps on the iPad using a novel analysis approach called heatmap analysis. Mathematical topics of the six apps focused on understanding skip counting and place value concepts. Children interacted individually with the apps under the guidance of an interviewer during 30-40 minute clinical interviews. The heatmap analysis revealed patterns in children’s performance on the tasks and suggested individual cases for further analysis. For example, clusters of children showed high or low performance during the skip counting sequence. In the high-performing cluster, one child still struggled to monitor the skip counting process. In the low-performing cluster, one child showed growth on learning tasks but struggled on the assessments, which contained a different representation of the mathematical content and involved greater target numbers than in the learning app. There were fewer variations in place value task performance, but application of interaction techniques influenced children’s growth on one learning app. Although some children showed varying performance when encountering challenging mathematics content in the higher levels of one app, other children inefficiently interacted with the app and did not reach the more challenging content

    Cute drawings? The disconnect between students’ pictorial representations and their mathematics responses to fraction questions

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    Third and fourth grade students’ responses to open-ended questions requiring the modeling of fraction concepts were examined in order to determine the types and prevalence of difficulties students exhibit using pictorial representations in the problem-solving process. When developing pictorial representations, students experienced difficulties with model selection, partitioning, and comparison. Four specific difficulties students experienced in using pictorial representations to solve problems were: not answering the problem goal, incorrect model selection, failure to overcome whole number bias, and struggles with part-whole understanding

    Predictors of Achievement When Virtual Manipulatives are Used for Mathematics Instruction

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    The purpose of this study was to determine variables that predict performance when virtual manipulatives are used for mathematics instruction. This study included the following quasi-experimental design features: 1) a large number of students (N=350); 2) within-class random-assignment to treatment groups; 3) retention effects measured by post-test and delayed post-test; 4) fidelity of instructional treatments documented through observations; and, 5) instrument development for the unit of study. This design was used to determine variables that predict student performance on tests of fraction knowledge for third- and fourth-grade students in two treatment groups: classroom instruction using texts and physical manipulatives (CI), and computer lab instruction using virtual fraction applets (VM). The Pre-test, Post-test 1, and Post-test 2 measured learning and retention of fraction concepts. Observation ethograms documented representation use. The results revealed that fewer demographic predictors of student performance (e.g., socio-economic status, English language learner status, and gender) exist during fraction instruction when virtual manipulatives were used. When instructors used virtual manipulatives, there was an equalizing effect on achievement in third and fourth grade classrooms, in that fewer demographic factors were influential for VM groups compared to CI groups

    Predictors of Achievement When Virtual Manipulatives are Used for Mathematics Instruction

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    The purpose of this study was to determine variables that predict performance when virtual manipulatives are used for mathematics instruction. This study included the following quasi-experimental design features: 1) a large number of students (N=350); 2) within-class random-assignment to treatment groups; 3) retention effects measured by post-test and delayed post-test; 4) fidelity of instructional treatments documented through observations; and, 5) instrument development for the unit of study. This design was used to determine variables that predict student performance on tests of fraction knowledge for third- and fourth-grade students in two treatment groups: classroom instruction using texts and physical manipulatives (CI), and computer lab instruction using virtual fraction applets (VM). The Pre-test, Post-test 1, and Post-test 2 measured learning and retention of fraction concepts. Observation ethograms documented representation use. The results revealed that fewer demographic predictors of student performance (e.g., socio-economic status, English language learner status, and gender) exist during fraction instruction when virtual manipulatives were used. When instructors used virtual manipulatives, there was an equalizing effect on achievement in third and fourth grade classrooms, in that fewer demographic factors were influential for VM groups compared to CI groups

    How Design Features in Digital Math Games Support Learning and Mathematics Connections

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    Current research shows that digital games can significantly enhance children’s learning. The purpose of this study was to examine how design features in 12 digital math games influenced children’s learning. The participants in this study were 193 children in Grades 2 through 6 (ages 8-12). During clinical interviews, children in the study completed pre-tests, interacted with digital math games, responded to questions about the digital math games, and completed post-tests. We recorded the interactions using two video perspectives that recorded children’s gameplay and responses to interviewers. We employed mixed methods to analyze the data and identify salient patterns in children’s experiences with the digital math games. The analysis revealed significant gains for 9 of the 12 digital games and most children were aware of the design features in the games. There were eight prominent categories of design features in the video data that supported learning and mathematics connections. Six categories focused on how the design features supported learning in the digital games. These categories included: accuracy feedback, unlimited/multiple attempts, information tutorials and hints, focused constraint, progressive levels, and game efficiency. Two categories were more specific to embodied cognition and action with the mathematics, and focused on how design features promoted mathematics connections. These categories included: linked representations and linked physical actions. The digital games in this study that did not include linked representations and opportunities for linked physical actions as design features did not produce significant gains. These results suggest the key role of mathematics-specific design features in the design of digital math games

    An Examination of Children’s Learning Progression Shifts While Using Touch Screen Virtual Manipulative Mathematics Apps

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    The purpose of this study was to examine shifts in young children\u27s learning progression levels while they interacted with virtual manipulative mathematics apps on touch-screen devices. A total of 100 children participated in six mathematics learning sequences while using 18 virtual manipulative mathematics touch-screen apps during clinical interviews. Researchers developed a micro-scoring tool to analyze video data from two camera sources (i.e., GoPro camera, wall-mounted camera). Our results showed that it is possible to document evidence of shifts in children\u27s learning progressions while they are interacting with mathematics apps on touch-screen devices. Our results also indicated patterns in the children\u27s interactions that were related to the shifts in their learning progression levels. These results suggest that an open-ended number of tasks with a variety of representations and tasks at varying levels of difficulty led to children refining their understanding and shaping their concept image of mathematical ideas resulting in incremental shifts in learning. The results of this study have important implications about how mathematical tasks in touch-screen apps may prompt children\u27s incremental learning progression shifts to occur, and thereby promote opportunities for learning. We propose that design features in mathematics apps can be created to support and encourage these learning shifts
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