metacognition to math
Table 2: Core Category Capacity – Overall Picture during 3 Phases
* Major improvement – moved from red to green indicator; * Minor improvement – moved from red to yellow indicator or from yellow to green indicator; * Stay in red – did not show any progress; * Stay in yellow/green – already had good self-determined skills at the beginning of the research.
More examples and notes can be found in Appendices XIV – XVIII that complement Table 2.
About half of the students were able to connect metacognition to math at the end of the unit. Students could recognise the purpose of using Metacognition Diaries in class:
Student 12 connected it to the lesson when she solved word problems about time “because I really struggling about time so I need to think if I go backwards” (P3). Student 8 made a connection to the lesson about perimeter “so that we can express our opinion of our commitment over doing those tasks.” (P2). Student 23 recognised her internal doubts and uncertainty and understood that they need to be eliminated:
“I think about my thinking because if we don’t think about our thinking, for example, I think to do my work, but my mind, my half-mind say don’t know. So, it’s still no. Researcher: So, what do you do then? Student 23: I make that mind go together to get along.” (P3)
Some students still did not see a clear connection to math and said they only used it when completing Metacognition Diaries (S2-P3), when the teacher asked to do the tasks (S19-P2), or when recording videos in Flipgrid “I need to think what I need to say” (S20-P2), “it really help not to always write, we need to talk to people, to not be shy, to show your feeling and your answer, so, I think it’s good” (S13-P2). The students who completed only 1 Metacognition Diary or did not write at all (based on the observation notes) did not see the importance of thinking about their thinking:
“I didn’t think of that” (S14-P3), “I don’t know how to answer this question” (S5-P3), “I do not understand the HoM yet. It’s kind of difficult.” (S3-P3).
The following strategies were mentioned during the interviews:
Five students showed some improvement during the unit. The rest of the students stayed on the same level as they were in the beginning and could not identify any strategies (S2, 7, 14) or said they would just guess the answers “sometimes following your gut you get it right” (S20-P).
I think this concept was not developed well during the unit. The prepared lesson plans did not include any specific strategies to help the students because of time constraints.
Most of the students stated that if they did not understand the problem, they would ask their teacher (S3), family members (S21) or friends (S5).
Even though some students said during Phase 1 that they did not ask anyone “I do not need someone to help when it’s math” (S2), later they mentioned they would ask their relatives if they did not understand. Student 14 remarked that he was scared to ask the teacher “because I ask too much” (P1) and observation notes indicate that he rarely asked for clarification during the unit. This lack of confidence could have hindered his metacognitive skills.
Some students noticed that before solving some problems on their own, they would ask someone to help (S7, 8). Maybe studying at home during the pandemic is the reason for it. Meanwhile, Student 13 mentioned that she would try to solve the problem by herself first and then she would ask someone if needed “or when they’re not home, I would try to research a bit” (P2). Student 20 (P3) also mentioned that he would research by himself before asking anyone. During Phase 1 and 2, Student 22 understood that she needed to ask the teacher more often “but sometime I didn’t ask about, I just do it” . During Phase 3, she stated that she asked the teacher when she needed help which is also mentioned once in the observation notes.
Most students understood the purpose of taking notes: “we take a note and then when we go back to try finishing [a problem], we can copy instead of wasting our time on thinking too long” (S7-P1). However, based on the observation notes, this student did not follow her own advice. During Phase 3, she stated that she only noted on her whiteboard which tasks she had not finished yet. When students were asked to give a piece of advice to their younger peers, Student 13 (P3) suggested watching some videos on YouTube because “mostly people just watch it for fun, not education … so when they have free time they can watch it and take a lot of notes from the video and what do they understand from the video” . She also mentioned that she did not take any notes during Phase 1 and used to forget many things but during Phase 2 she took some notes in order to prepare for the quiz. It was interesting to see how one student understood that he needed to work on controlling his emotions during classes and mentioned that he took notes to remember it (S19).
Students shared how and when they took notes during this unit:
Other students mentioned that they took notes when the teacher told them to do it but did not show the initiative themselves “maybe I’m not sure about this, maybe it’s wrong and why did I take note about it if it wrong” (S12-P3). Based on the interview and observation data, some students (14 and 17) did not show any improvement in this concept.
Generally, students could identify some specific improvement strategies, such as:
Some students shared the view that they would like to have Metacognition Diaries when they study in grade 4 so they could set goals for improvement (S12). This student also said she would do the same extra activities as she was doing in grade 3. Even though she felt they did not help much, she could not identify how to change the situation. A quiet environment when studying online was also mentioned in one of the interviews (S13). In the previous interviews, this student also said she could have asked her family to prepare some extra tasks for her to practice or set a goal to improve. Student 20 emphasised that it was important to know what topics and PT we would study in advance so that he could prepare better.
Another theme that emerged from the interviews was changing behaviour. One of the problems was joining online classes on time. Student 23 started to ask her grandmother to wake her up so she would know how to do the assignments. Student 3 wanted to stop doing the tasks without thinking. To change the situation, she would “[ask] in Hangouts and then just try to do it, one by one and be careful” (P3). Meanwhile, Student 2 could not provide explanations for how to change his behaviour.
Other students either could not define whether they needed to change anything (S5 and 7) or did not specify any improvement strategies apart from “practice about the lesson that I don’t understand” (S22-P3). Student 22 also did not feel she was getting better because she said she did not understand maths. Observation notes show that she missed a lot of classes or did not do the prepared tasks. Finally, some students underlined that they wanted to study at school because they did not have enough materials at home (S20).
These findings are thought-provoking and will be discussed further in relation to academic literature in Chapter 5.
5.1 overview of key findings.
The research question of this study: How can students’ needs be met using the heutagogical framework while teaching maths in an elementary school in Cambodia? By students’ needs we mean self-determined learning needs. Following the Self-determination Theory (Ryan and Deci, 2000) and the findings from the current research, it is possible that students’ basic needs – autonomy , competence , and relatedness – can be met using the heutagogical framework while teaching maths in an elementary school. Having a choice in choosing their goals, self-monitoring, taking notes and connecting metacognition to maths, eight students were able to control their learning process. Competence was practised by applying different strategies when solving problems and reflecting on improvement strategies. Relatedness was achieved by responding to feedback, self-questioning and asking for help when needed. The data were obtained from 45 interviews (3 phases – 15 interviews each) with students and constant researcher’s observations during online classes for 9 weeks. The data presented in this action research have shown that some metacognitive strategies are necessary at elementary school from students’ perspectives.
Students’ answers were grouped into three categories: Commitment, Capacity and Value – three dimensions of Habits of Mind developed by Costa and Kallick (2008). The majority of students showed improvement in the Commitment category: they often set goals for improvement, questioned themselves and monitored their learning. The results showed that most of the students found them useful, especially when studying at home. Less than half of the students showed the development of metacognitive skills in the Capacity category. Most of them already had some skills before the experiment started (e.g., some strategies for solving problems, improvement strategies, and asking for help when needed). The Value category represented how students developed their metacognitive experience and supported the finding of the previous categories.
The findings of this research have several themes that have been discussed previously in the literature review.
Research subquestion 1: What tools and strategies should teachers use to implement the heutagogical framework?
It was found that the following tools and strategies were used to implement the heutagogical framework:
Goal-setting
According to the findings, most students started setting goals regularly during the unit and found them helpful in mathematics. The data reported in this study support the results of Erwin et al . (2016) who claimed that self-determination in adults and children is different, but that some elements can be practised in elementary schools, namely goal-setting. They developed a model with four steps: assess, select, try it, and reflect. The focus was on goals and reflection strategies which promoted good results and consistent communication between parents and teachers. Goal-setting can eventually help students become independent. The learning goal orientation might be a starting point in training self-determination (Compagnoni, Sieber and Job, 2020).
Students who showed high metacognitive knowledge and skills since the first interview noticed that rubrics were not as useful for them as they used to score high and did not feel any improvement. Other students also highlighted that some students might not be honest when they self-assessed and in that case, it was not beneficial. These disadvantages were previously discussed by Jamrus and Razali (2019) who believed that these constraints could be overcome if proper instructions and observations were conducted by a teacher. Moreover, rubrics should challenge students’ abilities, but rubrics’ language should be age-appropriate (Costa and Kallick, 2000).
Another self-monitoring tool that the students used was the checklist. Organising the thought processes and refining the thinking skills is essential for lifelong learners (Knox, 2017). Students found the checklist convenient while studying at home because they could quickly find the tasks and self-monitor. Nidus and Sadder (2016) emphasise the importance of teaching this art of noticing at school. They believe that when students learn how to use the checklist, they can focus on specific tasks, set goals for improvement, thus ask for more detailed feedback and evaluate their progress. The findings of this study about feedback support the results of a quantitative study of Molin et al . (2020) who found that there are positive effects of feedback from teachers or peers on both students’ metacognitive skills and motivation. According to them, responding to feedback is a key element of self-determination. Even though the findings for this specific abstract concept are not complete as the students were not asked about feedback during all three phases, it is still important to take their responses into account, specifically the ones connected to the lockdown.
Metacognitive Diaries (MD)
MD – reflective journals – as a tool of students’ self-assessment positively influenced students’ metacognitive experiences. Knox (2017) recommends journal writing and writing through the problem-solving process during math classes to define students’ mental processes while gaining knowledge. Following the action research framework in this study, students’ reflections were reviewed, and notes were made about their progress. It was also interesting to observe how some reflections reported in the Findings chapter moved from superficial to in-depth in Phase 3. By in-depth reflections, Costa and Kallick (2008, p. 235) mean “making specific reference to the learning event, providing examples and elaboration, making connections to other learning, and discussing modifications based on insights from this experience” . While most of the students from our study reported that they would like to have MD in further grades because “we can tell about the goals that we want to achieve and we can tell how we feel to the teacher and the score that we give to ourself if we give ourself a low score, the teacher will know that we don’t really understand it” (S16-P3), three students did not want to have MDs when they move to grade 4 stating that – “I can think of by my own and then study” (S2-P3). Recent research with elementary students supports the previous findings with university students (O’Loughlin and Griffith, 2020) and illustrate that not only students’ metacognitive skills were affected but also teachers had evidence of how students progressed during the unit. A similar experiment with reflective journals was recently designed in Indonesia (Ramadhanti et al ., 2020). However, the questions in that study were grouped around such aspects of metacognition as awareness, evaluation, and regulation. Fifty students who were involved in Ramadhanti et al. (2020) study went through these processes and were able to become independent learners.
Video Diaries (Flipgrid)
Flipgrid (Flipgrid, Inc., 2021) was used as an alternative online video-response tool to self-reflect and facilitate discussions. Students were already familiar with the concept of journaling. This app was used as an alternative to MDs to increase students’ engagement. Students had a choice of how to answer metacognition questions: writing MD, recording a video on Flipgrid or both. Most of the students reported that they enjoyed using the app because it was something new and they could show their feelings, but student engagement has not dramatically increased. The findings of this study differ from those reported by Stoszkowski, Hodgkinson and Collins (2021) which indicate that participants provided more frequent and more critical answers when using Flipgrid. Although, it might happen because older students took part in that experiment, or the differing amount of scaffolding provided by teachers in various studies. Educators should understand that this platform is not a “magic bullet” to increase participation (Kiles, Vishenchuk and Hohmeier, 2020, p.1).
Research subquestion 2: How can metacognition as a heutagogical technique be used to improve students’ self-determination?
It was found that metacognition as a heutagogical technique might be used to improve students’ self-determination.
The findings of this study are in line with previous literature (Gourgey, 1998; Costa and Kallick, 2008). It proved that students who did not have a habit of thinking metacognitively might not show a lot of enthusiasm in the beginning, especially if they had been passive learners for some time. Panadero (2017) believes that interventions have different effects on students because of their educational level. Moreover, the learning environment played a significant role in developing metacognitive capabilities in mathematics, especially in the current lockdown situation. On the other hand, some students were able to recognise other HoMs during the interviews or even spontaneously during classes, according to the observation notes. The creators of HoMs believe that it is one of the strategies that students can use to build deep reflections in order to become lifelong learners (Costa and Kallick, 2008).
During our maths lessons, some students were able to choose what strategies worked well in achieving their goals or they could change their learning approach if needed. This ability to monitor and regulate is the nature of metacognition (Wagaba, Treagust and Chandrasegaran, 2016). Students reported such strategies as applying other HoMs, finding clues and drawing a model, completing the shortest tasks first, using a calculator, asking the teacher or family members. Nevertheless, when looking at the strategies reported by the students during the interviews, five students stayed in the same yellow or green indicator during three phases and same number of students showed major or minor improvements. Therefore, it is difficult to say whether they were the results of applying past knowledge or strategies offered by previous teachers, peers, family members or they were the strategies taught in this unit. Corresponding findings have also been reported by the studies of Davey (2016). Investigating metacognitive development in early years children, she underlined that even younger students can talk about strategies they implemented when facing a problem to solve. The only thing that is clear is that three students still stayed in a red indicator by the end of Phase 3. Perhaps, more focus should be provided on this area when creating lesson plans.
Different studies argue that if students are taught metacognitive strategies at school, they will perform better and even their general wellbeing will improve (Perry, Lundie and Golder, 2019). This study was not focused on students’ performance, but their emotions were taken into account in the Value Category. The findings support the studies of Gabriel, Buckley and Barthakur (2020) who concluded that motivational and emotional factors affect students’ abilities to self-regulate their learning. Mathematics anxiety is an obstacle to learn maths and might impede students’ engagement and the metacognitive processes in general. It was particularly observed during online classes when students could simply leave the meeting when they wanted or do not join at all. The reports in the findings chapter prove that the students who did that felt worried or stressed by the end of the unit because they did not know how to solve the tasks and since they did not have developed metacognitive skills, they could not self-regulate their learning.
The researcher acknowledges several constraints of the study. First, it was difficult to set the tone of reflection while teaching online. Most of the metacognitive tasks were done at the end of the lesson and by that time half of the students left the meeting (bad Internet connection, family circumstances, distractions etc.). The results could have been different if teaching on campus. On the other hand, online settings can test self-directedness even better (Cano-Hila and Argemí-Baldich, 2021) so it probably shows that some students were not ready yet to monitor their learning.
Secondly, it would have been better to have this pilot in the middle of the year. At the end of the year, a lot of graded tasks had to be done and there was not enough time to do as many reflections as was planned. Costa and Kallick (2000) recommend that students should reread their journals from time to time to compare their thoughts and make an action plan. During this study, the students were asked to review their Metacognition Diaries but a lot of them did not do it because of the time limits. Adding to this, the scope of this research project was too broad for the timeframe in which it was conducted.
Finally, the concept of semi-structured interviews was partly misunderstood by the researcher. Some of the questions differed during the three phases, thus the progression might not be completely visible. Moreover, some of the questions could have been reworded to avoid different biases.
Overall, while the results of this study appear promising, they should be treated with caution due to the above limitations.
The recommendations for other researchers have been made to provide an impetus to continue research on metacognition from students’ perspectives. The data collected could greatly support teachers and curriculum coordinators in finding solutions to overcome the issue of low self-determination in elementary schools. Stringer recommends being careful while creating the questions so that the interviewers do not integrate their ideas into the interviewees’ answers (Stringer, 2007, p. 65). Having analysed the data, it was noticed that some students’ responses contradicted what was observed in the class. Meanwhile, when they were asked indirectly (e.g., “What advice would you give to students who are moving to grade 3?”) they could make connections to themselves and their learning styles. Kaminska and Foulsham (2013) believe that this social desirability bias is caused because of students’ embarrassment and uneasiness if their answers do not match with teachers’ expectations. It is recommended to reword some questions if this research is about to be repeated. For example, instead of asking “Do you think the rubric that we used in class was helpful or just a waste of time?” it is better to ask “Would you recommend having rubrics like this in grade 3? Why or why not?”.
For teachers, it is crucial to inspire students, at every age, to find how they learn and what benefits them individually (Pritchard, 2013). That is why it is important to have professional development in teaching metacognition at this early age. Plus, further research can be carried out to demonstrate whether different teaching styles have an effect on how students develop metacognitive knowledge and skills.
Regarding future research, there is one more perspective worth investigating, that of the parents. First, parents have a big influence on their children’s achievements (Jezierski and Wall, 2019). Secondly, it is paramount to know whether the students apply these metacognitive strategies or other heutagogical techniques at home and whether their behaviour has changed because of it, especially during the lockdown.
Even though some educators believe that developing metacognitive skills is often difficult and time-consuming (Thomas, 2003), it is an important goal of education. There are a lot of techniques and strategies that teachers might implement to train students’ metacognitive abilities. Students should be given opportunities to learn how to set goals, assess their progress and take ownership of their learning.
However, teachers should not expect that students already know how to monitor their progress, plan and self-evaluate as all these skills should be explicitly taught and modelled (Perry, Lundie and Golder, 2019). We cannot expect elementary students to already have metacognitive knowledge and skills (Wagaba, Treagust and Chandrasegaran, 2016). One of the goal-setting strategies that worked during this study was to have students self-assess first and based on their results ask them to write what they can improve and how. It was important to model that our goals should be specific, achievable, and timely. Furthermore, it was repeated every time before the activity started that these goals are for them and not for the teacher so that students synthesize the importance of goal-setting.
Conducting discussions turned out to be one of the tools that promoted metacognition in the classroom. Following Costa and Kallick’s (2008) advice, some thought-provoking questions were designed for the MDs (Appendices VI-VIII). During these moments, students learned how their peers applied some strategies and grew in this Habit of Mind. If the students are studying onsite, it might be better to conduct discussions at the end of mathematics classes but if lessons are online, it is recommended to either ask the students to complete the journal in their free time or choose a moment when most of the students are present.
It is crucial to demonstrate that solving problems is not only about finding the correct answer but about the process. Moreover, reflective writing might support students in determining their strengths and weaknesses in the topic. Costa and Kallick (2008) also suggest students should reread these journals from time to time, comparing what they have learned in the past and now. Based on the observation notes, teachers should encourage students to complete the diaries regularly to habitualize them. Perhaps teachers may complete the diaries as well as an example.
It is also important not to expect immediate results. Even though this study lasted 9 weeks, it was not enough to coach on metacognition. Students should have enough time to understand their learning processes and to develop a habit of reflecting on their learning and experiences.
This section is an overall conclusion of the current research. Previous studies from teachers’ and administrators’ perspectives summarised that implementing metacognitive techniques will positively influence students’ performance (Stein, 2018). Nevertheless, the lack of empirical studies from students’ points of view is still a concern in education.
The purpose of this study was to enable grade 3 students to reflect on their learning practices and habits by using metacognitive methods and to see whether it can help them become self-determined learners. Self-determined learners are students who can self-assess, self-direct and self-monitor their learning (Commitment Category), can recognise the benefits and advantages of engaging in metacognitive processes (Value Category) and develop skills, strategies, and techniques through which they engage with their peers (Capacity Category).
Metacognition is the foundation of lifelong learning. Action research cycles with constant reflections helped the researcher as an educator to learn what is best for her students and how to adapt to meet the 21-st century requirements. Based on the observation notes and interview data, most grade 3 students were able to find more motivation for learning mathematics, therefore became more engaged in the learning process. Hence, it might be useful to stimulate deep reflections at an early age. By increasing metacognition, students could find different strategies, apply them, and choose the most effective ones based on the situation. That’s why it is a heutagogical technique. However, some students still could not regulate their learning even after the metacognitive interventions were implemented.
Less than half of the students could connect metacognition to mathematics by the end of phase 3 and three students were able to do it before the experiment started. Four students either stayed in the red indicator or dropped from yellow or green. However, it is important to note that these students missed more than a third of online mathematics classes or did not do most of the metacognitive activities assigned during the unit.
The pandemic lockdown affected children’s learning. Even though there are a lot of physical and emotional limitations connected to the pandemic (Cano-Hila and Argemí-Baldich, 2021), it might be considered a perfect setting to practice metacognitive skills when students can set goals, monitor their learning using different checklists and rubrics, reflect on the feedback provided in Google Classroom and think about improving strategies while writing diaries. Hopefully, these positive aspects of online learning concerning metacognition should remain even after lockdown.
However, recent research in education showed that in fact, the lockdown increased the gap between high and low achievers: stronger students had more ability to concentrate on the tasks while weaker students were less able to focus (Spitzer, 2021). This study supports this statement because when we look at the findings, it is noticeable that the students with yellow or green specific indicators in Phase 1, continued to show progress in other Phases. But if they started in a red indicator and did not join classes or did not do the metacognitive tasks, they stayed in the same colour code. If students are studying at school, they are approximately equal in terms of metacognitive support provided by a teacher. Meanwhile, when studying at home, there are different family circumstances that can increase or decrease their metacognitive skills (e.g., eliminating distractions, helping with monitoring their progress, doing work with parents, etc.) (Cano-Hila and Argemí-Baldich, 2021). Another term used recently in research is “Zoom fatigue” when students are getting tired from overusing virtual platforms (Wiederhold, 2020). A few children reported during the interviews that they were overwhelmed with the number of emails and feedback on different platforms that sometimes they missed and did not reply to the teacher.
The study has revealed that such tools as Metacognition Diaries and video diaries on Flipgrid were effective from students’ perspectives to regulate their learning. This indicates that these tools might be useful in implementing the heutagogical framework. Based on students’ responses, rubrics were useful during mathematics classes by helping students improve their work or informing the teacher about their progress. However, such issues as dishonesty, overconfidence, and the inability to use the rubric without knowing the correct answer were also highlighted and should be taken into account by educators. Checklists, on the other hand, turned out to be very helpful self-monitoring tools during online classes.
Another summary related to the results of the study shows that although some students stated that they wrote goals, responded to the teacher’s feedback, took notes, it disagreed with the researcher’s observation notes. Even though MDs were not graded, the final assessment about HoM 5 Metacognition was included in students’ grade books. It could have influenced some students’ answers. Some students could have hidden what they did not know, and it is not the purpose of reflections (Ramadhanti et al ., 2020). That is why it is better to have it not graded in further studies.
I would like to conclude this paper with the quote of Mark Van Doren, “The art of teaching is the art of assisting discovery” (BrainyMedia Inc, no date). As researchers and as practitioners this should be our aim and metacognition as a heutagogical technique might assist in it. What if teachers were more concerned about students’ abilities after graduation (e.g., problem-solving, decision-making, being a lifelong learner) rather than focusing only on the acquisition and end-of-year exams? Finally, the ultimate goal of education is to develop lifelong learners and, I would add, metacognitive and self-determined lifelong learners.
For references and appendices please refer to the full dissertation in PDF form.
Appendix I: Consent Form (Parents) Appendix II: Consent Form (Students) Appendix III: Interview Questions Appendix IV: Final Assessment Appendix V: Lesson Plan with Metacognitive Elements Appendix VI: Metacognition Diary (MD) – Value Appendix VII: Metacognition Diary (MD) – Capacity Appendix VIII: Metacognition Diary (MD) – Commitment Appendix IX: Coding Legend Appendix X: Qualitative Analysis of Abstract Concepts – Setting goals Appendix XI: Qualitative Analysis of Abstract Concepts – Self-questioning Appendix XII: Qualitative Analysis of Abstract Concepts – Self-monitoring Appendix XIII: Qualitative Analysis of Abstract Concepts – Responding to feedback Appendix XIV: Qualitative Analysis of Abstract Concepts – Connecting metacognition to math Appendix XV: Qualitative Analysis of Abstract Concepts – Applying different strategies when solving problems Appendix XVI: Qualitative Analysis of Abstract Concepts – Asking for help when needed Appendix XVII: Qualitative Analysis of Abstract Concepts – Taking notes Appendix XVIII: Qualitative Analysis of Abstract Concepts – Improvement strategies
LIST OF TABLES Table 1: Core Category Commitment – Overall Picture during 3 Phases Table 2: Core Category Capacity – Overall Picture during 3 Phases
LIST OF ABBREVIATIONS AND ACRONYMS EQ = Essential Question GC = Google Classroom HoM = Habit of Mind MD = Metacognition Diary MK = Metacognitive Knowledge ME = Metacognitive Experience MS = Metacognitive Skills PT = Performance Task P = Phase S = Student S2-P1 = Student 2 – Phase 1 SLO = Schoolwide Learner Outcomes
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Conventional teacher-led instruction remains dominant in most elementary mathematics classrooms in Taiwan. Under such instruction, the teacher can rarely take care of all students. Many students may then continue to fall behind the standard of mathematics achievement and lose their interest in mathematics; they eventually give up on learning mathematics. In fact, students in Taiwan generally have lower interest in learning mathematics compared to many other regions/countries. Thus, how to enhance students’ mathematics achievement and interest are two major problems, especially for those low-achieving students. This paper describes how we designed a game-based learning environment, called Math-Island , by incorporating the mechanisms of a construction management game into the knowledge map of the elementary mathematics curriculum. We also report an experiment conducted with 215 elementary students for 2 years, from grade 2 to grade 3. In this experiment, in addition to teacher-led instruction in the classroom, students were directed to learn with Math-Island by using their own tablets at school and at home. As a result of this experiment, we found that there is an increase in students’ mathematics achievement, especially in the calculation and word problems. Moreover, the achievements of low-achieving students in the experimental school outperformed the low-achieving students in the control school (a control group in another school) in word problems. Moreover, both the low-achieving students and the high-achieving students in the experimental school maintained a rather high level of interest in mathematics and in the system.
Mathematics has been regarded as a fundamental subject because arithmetic and logical reasoning are the basis of science and technology. For this reason, educational authorities emphasize students’ proficiency in computational skills and problem-solving. Recently, the results of the Program for International Student Assessment (PISA) and the Trends in Mathematics and Science Study (TIMSS) in 2015 (OECD 2016 ; Mullis et al. 2016 ) revealed a challenge for Taiwan. Although Taiwanese students had higher average performance in mathematics literacy compared to students in other countries, there was still a significant percentage of low-achieving students in Taiwan. Additionally, most Taiwanese students show low levels of interest and confidence in learning mathematics (Lee 2012 ).
The existence of a significant percentage of low-achieving students is probably due to teacher-led instruction, which still dominates mathematics classrooms in most Asian countries. It should be noted that students in every classroom possess different abilities and hence demonstrate different achievements. Unfortunately, in teacher-led instruction, all the students are required to learn from the teacher in the same way at the same pace (Hwang et al. 2012 ). Low-achieving students, without sufficient time, are forced to receive knowledge passively. Barr and Tagg ( 1995 ) pointed out that it is urgent for low-achieving students to have more opportunities to learn mathematics at their own pace. Researchers suggested one-to-one technology (Chan et al. 2006 ) through which every student is equipped with a device to learn in school or at home seamlessly. Furthermore, they can receive immediate feedback from Math-Island, which supports their individualized learning actively and productively. Thus, this may provide more opportunities for helping low-achieving students improve their achievement.
The low-interest problem for almost all students in Taiwan is usually accompanied by low motivation (Krapp 1999 ). Furthermore, students with continuously low performance in mathematics may eventually lose their interest and refuse to learn further (Schraw et al. 2001 ). This is a severe problem. To motivate students to learn, researchers design educational games to provide enjoyable and engaging learning experiences (Kiili and Ketamo 2007 ). Some of these researchers found that game-based learning may facilitate students’ learning in terms of motivation and learning effects (Liu and Chu 2010 ), spatial abilities and attention (Barlett et al. 2009 ), situated learning, and problem-solving (Li and Tsai 2013 ). Given these positive results, we hope that our educational game can enhance and sustain the student’s interest in learning mathematics.
In fact, many researchers who endeavored to develop educational games for learning mathematics have shown that their games could facilitate mathematics performance, enjoyment, and self-efficacy (Ku et al. 2014 ; McLaren et al. 2017 ). Although some of the studies were conducted for as many as 4 months (e.g., Hanus and Fox 2015 ), one may still criticize them for the possibility that the students’ interest could be a novelty effect—meaning their interest will decrease as the feeling of novelty diminishes over time (Koivisto and Hamari 2014 ). Due to the limitations of either experimental time or sample sizes, most studies could not effectively exclude the novelty effect of games, unless they were conducted in a natural setting for a long time.
In this study, we collaborated with an experimental elementary school for more than 2 years. The mathematics teachers in the school adopted our online educational game, Math-Island . The students used their own tablet PCs to learn mathematics from the game in class or at home at their own pace. In particular, low-achieving students might have a chance to catch up with the other students and start to feel interested in learning mathematics. Most importantly, because the online educational game was a part of the mathematics curriculum, the students could treat the game as their ordinary learning materials like textbooks. In this paper, we reported a 2-year study, in which 215 second graders in the school adopted the Math-Island game in their daily routine. More specifically, the purpose of this paper was to investigate the effect of the game on students’ mathematics achievement. Additionally, we were also concerned about how well the low-achieving students learned, whether they were interested in mathematics and the game, and how their interest in mathematics compared with that of high-achieving students. In such a long-term study with a large sample size, it was expected that the novelty effect would be considerably reduced, allowing us to evaluate the effect of the educational game on students’ achievement and interest.
The paper is organized as follows. In the “ Related works ” section, we review related studies on computer-supported mathematics learning and educational games. In the “ Design ” section, the game mechanism and the system design are presented. In the “ Method ” section, we describe the research method and the procedures of this study. In the “ Results ” section, the research results about students’ achievement and interest are presented. In the “ Discussion on some features of this study ” section, we discuss the long-term study, knowledge map design, and the two game mechanisms. Finally, the summary of the current situation and potential future work is described in the “ Conclusion and future work ” section.
Computer-supported mathematics learning.
The mathematics curriculum in elementary schools basically includes conceptual understanding, procedural fluency, and strategic competence in terms of mathematical proficiency (see Kilpatrick et al. 2001 ). First, conceptual understanding refers to students’ comprehension of mathematical concepts and the relationships between concepts. Researchers have designed various computer-based scaffolds and feedback to build students’ concepts and clarify potential misconceptions. For example, for guiding students’ discovery of the patterns of concepts, Yang et al. ( 2012 ) adopted an inductive discovery learning approach to design online learning materials in which students were provided with similar examples with a critical attribute of the concept varied. McLaren et al. ( 2017 ) provided students with prompts to correct their common misconceptions about decimals. They conducted a study with the game adopted as a replacement for seven lessons of regular mathematics classes. Their results showed that the educational game could facilitate better learning performance and enjoyment than a conventional instructional approach.
Second, procedural fluency refers to the skill in carrying out calculations correctly and efficiently. For improving procedural fluency, students need to have knowledge of calculation rules (e.g., place values) and practice the procedure without mistakes. Researchers developed various digital games to overcome the boredom of practice. For example, Chen et al. ( 2012a , 2012b ) designed a Cross Number Puzzle game for practicing arithmetic expressions. In the game, students could individually or collaboratively solve a puzzle, which involved extensive calculation. Their study showed that the low-ability students in the collaborative condition made the most improvement in calculation skills. Ku et al. ( 2014 ) developed mini-games to train students’ mental calculation ability. They showed that the mini-games could not only improve students’ calculation performance but also increase their confidence in mathematics.
Third, strategic competence refers to mathematical problem-solving ability, in particular, word problem-solving in elementary education. Some researchers developed multilevel computer-based scaffolds to help students translate word problems to equations step by step (e.g., González-Calero et al. 2014 ), while other researchers noticed the problem of over-scaffolding. Specifically, students could be too scaffolded and have little space to develop their abilities. To avoid this situation, many researchers proposed allowing students to seek help during word problem-solving (Chase and Abrahamson 2015 ; Roll et al. 2014 ). For example, Cheng et al. ( 2015 ) designed a Scaffolding Seeking system to encourage elementary students to solve word problems by themselves by expressing their thinking first, instead of receiving and potentially abusing scaffolds.
Because mathematics is an abstract subject, elementary students easily lose interest in it, especially low-achieving students. Some researchers tailored educational games for learning a specific set of mathematical knowledge (e.g., the Decimal Points game; McLaren et al. 2017 ), so that students could be motivated to learn mathematics. However, if our purpose was to support a complete mathematics curriculum for elementary schools, it seemed impractical to design various educational games for all kinds of knowledge. A feasible approach is to adopt a gamified content structure to reorganize all learning materials. For example, inspired by the design of most role-playing games, Chen et al. ( 2012a , 2012b ) proposed a three-tiered framework of game-based learning—a game world, quests, and learning materials—for supporting elementary students’ enjoyment and goal setting in mathematics learning. Furthermore, while a game world may facilitate students’ exploration and participation, quests are the containers of learning materials with specific goals and rewards. In the game world, students receive quests from nonplayer virtual characters, who may enhance social commitments. To complete the quests, students have to make efforts to undertake learning materials. Today, quests have been widely adopted in the design of educational games (e.g., Azevedo et al. 2012 ; Hwang et al. 2015 ).
However, in educational games with quests, students still play the role of receivers rather than active learners. To facilitate elementary students’ initiative, Lao et al. ( 2017 ) designed digital learning contracts, which required students to set weekly learning goals at the beginning of a week and checked whether they achieved the goals at the end of the week. More specifically, when setting weekly goals, students had to decide on the quantity of learning materials that they wanted to undertake in the coming week. Furthermore, they also had to decide the average correctness of the tests that followed the learning materials. To help them set reasonable and feasible goals, the system provided statistics from the past 4 weeks. As a result, the students may reflect on how well they learned and then make appropriate decisions. After setting goals, students are provided with a series of learning materials for attempting to accomplish those goals. At the end of the week, they may reflect on whether they achieved their learning goals in the contracts. In a sense, learning contracts may not only strengthen the sense of commitment but also empower students to take more control of their learning.
In textbooks or classrooms, learning is usually predefined as a specific sequence, which students must follow to learn. Nevertheless, the structure of knowledge is not linear, but a network. If we could reorganize these learning materials according to the structure of knowledge, students could explore knowledge and discover the relationships among different pieces of knowledge when learning (Davenport and Prusak 2000 ). Knowledge mapping has the advantage of providing students concrete content through explicit knowledge graphics (Ebener et al. 2006 ). Previous studies have shown that the incorporation of knowledge structures into educational games could effectively enhance students’ achievement without affecting their motivation and self-efficacy (Chu et al. 2015 ). For this reason, this study attempted to visualize the structure of knowledge in an educational game. In other words, a knowledge map was visualized and gamified so that students could make decisions to construct their own knowledge map in games.
To enhance students’ mathematics achievement and interests, we designed the Math-Island online game by incorporating a gamified knowledge map of the elementary mathematics curriculum. More specifically, we adopt the mechanisms of a construction management game , in which every student owns a virtual island (a city) and plays the role of the mayor. The goal of the game is to build their cities on the islands by learning mathematics.
The Math-Island game is a Web application, supporting cross-device interactions among students, teachers, and the mathematics content structure. The system architecture of the Math-Island is shown in Fig. 1 . The pedagogical knowledge and learning materials are stored in the module of digital learning content, organized by a mathematical knowledge map. The students’ portfolios about interactions and works are stored in the portfolio database and the status database. When a student chooses a goal concept in the knowledge map, the corresponding digital learning content is arranged and delivered to his/her browser. Besides, when the student is learning in the Math-Island, the feedback module provides immediate feedback (e.g., hints or scaffolded solutions) for guidance and grants rewards for encouragement. The learning results can also be shared with other classmates by the interaction module. In addition to students, their teachers can also access the databases for the students’ learning information. Furthermore, the information consists of the students’ status (e.g., learning performance or virtual achievement in the game) and processes (e.g., their personal learning logs). In the Math-Island, it is expected that students can manage their learning and monitor the learning results by the construction management mechanism. In the meantime, teachers can also trace students’ learning logs, diagnose their weaknesses from portfolio analysis, and assign students with specific tasks to improve their mathematics learning.
The system architecture of Math-Island
To increase students’ mathematics achievement, the Math-Island game targets the complete mathematics curriculum of elementary schools in Taiwan, which mainly contains the four domains: numerical operation , quantity and measure , geometry , and statistics and probability (Ministry of Education of R.O.C. 2003 ). Furthermore, every domain consists of several subdomains with corresponding concepts. For instance, the domain of numerical operation contains four subdomains: numbers, addition, and subtraction for the first and second graders. In the subdomain of subtraction, there are a series of concepts, including the meaning of subtraction, one-digit subtraction, and two-digit subtraction. These concepts should be learned consecutively. In the Math-Island system, the curriculum is restructured as a knowledge map, so that they may preview the whole structure of knowledge, recall what they have learned, and realize what they will learn.
More specifically, the Math-Island system uses the representational metaphor of an “island,” where a virtual city is located and represents the knowledge map. Furthermore, the island comprises areas, roads, and buildings, which are the embodiments of domains, subdomains, and concepts in the curriculum, respectively. As shown in Fig. 2 , for example, in an area of numeral operation in Math-Island, there are many roads, such as an addition road and a subtraction road. On the addition road, the first building should be the meaning of addition, followed by the buildings of one-digit addition and then two-digit addition. Students can choose these buildings to learn mathematical concepts. In each building, the system provides a series of learning tasks for learning the specific concept. Currently, Math-Island provides elementary students with more than 1300 learning tasks from the first grade to the sixth grade, with more than 25,000 questions in the tasks.
The knowledge map
In Math-Island, a learning task is an interactive page turner, including video clips and interactive exercises for conceptual understanding, calculation, and word problem-solving. In each task, the learning procedure mainly consists of three steps: watching demonstrations, practicing examples, and getting rewards. First, students learn a mathematical concept by watching videos, in which a human tutor demonstrates examples, explains the rationale, and provides instructions. Second, students follow the instructions to answer a series of questions related to the examples in the videos. When answering questions, students are provided with immediate feedback. Furthermore, if students input wrong answers, the system provides multilevel hints so that they could figure out solutions by themselves. Finally, after completing learning tasks, students receive virtual money according to their accuracy rates in the tasks. The virtual money is used to purchase unique buildings to develop their islands in the game.
In the Math-Island game, there are two game mechanisms: construction and sightseeing (as shown in Fig. 3 ). The former is designed to help students manage their learning process, whereas the latter is designed to facilitate social interaction, which may further motivate students to better develop their cities. By doing so, the Math-Island can be regarded as one’s learning portfolio, which is a complete record that purposely collects information about one’s learning processes and outcomes (Arter and Spandel 2005 ). Furthermore, learning portfolios are a valuable research tool for gaining an understanding about personal accomplishments (Birgin and Baki 2007 ), because learning portfolios can display one’s learning process, attitude, and growth after learning (Lin and Tsai 2001 ). The appearance of the island reflects what students have learned and have not learned from the knowledge map. When students observe their learning status in an interesting way, they may be concerned about their learning status with the enhanced awareness of their learning portfolios. By keeping all activity processes, students can reflect on their efforts, growth, and achievements. In a sense, with the game mechanisms, the knowledge map can be regarded as a manipulatable open learner model, which not only represents students’ learning status but also invites students to improve it (Vélez et al. 2009 ).
Two game mechanisms for Math-Island
First, the construction mechanism allows students to plan and manage their cities by constructing and upgrading buildings. To do so, they have to decide which buildings they want to construct or upgrade. Then, they are required to complete corresponding learning tasks in the building to determine which levels of buildings they can construct. As shown in Fig. 4 , the levels of buildings depend on the completeness of a certain concept, compared with the thresholds. For example, when students complete one third of the learning tasks, the first level of a building is constructed. Later, when they complete two thirds of the tasks, the building is upgraded to the second level. After completing all the tasks in a building, they also complete the final level and are allowed to construct the next building on the road. Conversely, if students failed the lowest level of the threshold, they might need to watch the video and/or do the learning tasks again. By doing so, students can make their plans to construct the buildings at their own pace. When students manage their cities, they actually attempt to improve their learning status. In other words, the construction mechanism offers an alternative way to guide students to regulate their learning efforts.
Screenshots of construction and sightseeing mechanisms in Math-Island
Second, the sightseeing mechanism provides students with a social stage to show other students how well their Math-Islands have been built. This mechanism is implemented as a public space, where other students play the role of tourists who visit Math-Island. In other words, this sightseeing mechanism harnesses social interaction to improve individual learning. As shown in Fig. 4 , because students can construct different areas or roads, their islands may have different appearances. When students visit a well-developed Math-Island, they might have a positive impression, which may facilitate their self-reflection. Accordingly, they may be willing to expend more effort to improve their island. On the other hand, the student who owns the island may also be encouraged to develop their island better. Furthermore, when students see that they have a completely constructed building on a road, they may perceive that they are good at these concepts. Conversely, if their buildings are small, the students may realize their weaknesses or difficulties in these concepts. Accordingly, they may be willing to make more effort for improvement. On the other hand, the student who owns the island may also be encouraged to develop their island better. In a word, the visualization may play the role of stimulators, so that students may be motivated to improve their learning status.
This paper reported a 2-year study in which the Math-Island system was adopted in an elementary school. The study addressed the following two research questions: (1) Did the Math-Island system facilitate students’ mathematics achievement in terms of conceptual understanding, calculating, and word problem-solving? In particular, how was the mathematics achievement of the low-achieving students? (2) What was students’ levels of interest in mathematics and the system, particularly that of low-achieving students?
The study, conducted from June 2013 to June 2015, included 215 second graders (98 females and 117 males), whose average age was 8 years old, in an elementary school located in a suburban region of a northern city in Taiwan. The school had collaborated with our research team for more than 2 years and was thus chosen as an experimental school for this study. In this school, approximately one third of the students came from families with a low or middle level of socioeconomic status. It was expected that the lessons learned from this study could be applicable to other schools with similar student populations in the future. The parents were supportive of this program and willing to provide personal tablets for their children (Liao et al. 2017 ). By doing so, the students in the experimental school were able to use their tablets to access the Math-Island system as a learning tool at both school and home. To compare the students’ mathematics achievement with a baseline, this study also included 125 second graders (63 females and 62 males) from another school with similar socioeconomic backgrounds in the same region of the city as a control school. The students in the control school received only conventional mathematics instruction without using the Math-Island system during the 2-year period.
Before the first semester, a 3-week training workshop was conducted to familiarize the students with the basic operation of tablets and the Math-Island system. By doing so, it was ensured that all participants had similar prerequisite skills. The procedure of this study was illustrated in Table 1 . At the beginning of the first semester, a mathematics achievement assessment was conducted as a pretest in both the experimental and the control school to examine the students’ initial mathematics ability as second graders. From June 2013 to June 2015, while the students in the control school learned mathematics in a conventional way, the students in the experimental school learned mathematics not only in mathematics classes but also through the Math-Island system. Although the teachers in the experimental school mainly adopted lectures in mathematics classes, they used the Math-Island system as learning materials at school and for homework. At the same time, they allowed the students to explore the knowledge map at their own pace. During the 2 years, every student completed 286.78 learning tasks on average, and each task took them 8.86 min. Given that there were 344 tasks for the second and third graders, the students could finish 83.37% of tasks according to the standard progress. The data also showed that the average correctness rate of the students was 85.75%. At the end of the second year, another mathematics achievement assessment was administered as a posttest in both schools to evaluate students’ mathematics ability as third graders. Additionally, an interest questionnaire was employed in the experimental school to collect the students’ perceptions of mathematics and the Math-Island system. To understand the teachers’ opinions of how they feel about the students using the system, interviews with the teachers in the experimental school were also conducted.
Mathematics achievement assessment.
To evaluate the students’ mathematics ability, this study adopted a standardized achievement assessment of mathematics ability (Lin et al. 2009 ), which was developed from a random sample of elementary students from different counties in Taiwan to serve as a norm with appropriate reliability (the internal consistency was 0.85, and the test-retest reliability was 0.86) and validity (the correlation by domain experts in content validity was 0.92, and the concurrent validity was 0.75). As a pretest, the assessment of the second graders consisted of 50 items, including conceptual understanding (23 items), calculating (18 items), and word problem-solving (9 items). As a posttest, the assessment of the third graders consisted of 60 items, including conceptual understanding (18 items), calculating (27 items), and word problem-solving (15 items). The scores of the test ranged from 0 to 50 points. Because some students were absent during the test, this study obtained 209 valid tests from the experimental school and 125 tests from the control school.
The interest questionnaire comprised two parts: students’ interest in mathematics and the Math-Island system. Regarding the first part, this study adopted items from a mathematics questionnaire of PISA and TIMSS 2012 (OECD 2013 ; Mullis et al. 2012 ), the reliability of which was sound. This part included three dimensions: attitude (14 items, Cronbach’s alpha = .83), initiative (17 items, Cronbach’s alpha = .82), and confidence (14 items Cronbach’s alpha = .72). Furthermore, the dimension of attitude was used to assess the tendency of students’ view on mathematics. For example, a sample item of attitudes was “I am interested in learning mathematics.” The dimension of initiatives was used to assess how students were willing to learn mathematics actively. A sample item of initiatives was “I keep studying until I understand mathematics materials.” The dimension of confidences was used to assess students’ perceived mathematics abilities. A sample item was “I am confident about calculating whole numbers such as 3 + 5 × 4.” These items were translated to Chinese for this study. Regarding the second part, this study adopted self-made items to assess students’ motivations for using the Math-Island system. This part included two dimensions: attraction (8 items) and satisfaction (5 items). The dimension of attraction was used to assess how well the system could attract students’ attention. A sample item was “I feel Math-island is very appealing to me.” The dimension of satisfaction was used to assess how the students felt after using the system. A sample item was “I felt that upgrading the buildings in my Math-Island brought me much happiness.” These items were assessed according to a 4-point Likert scale, ranging from “strongly disagreed (1),” “disagreed (2),” “agreed (3),” and “strongly agreed (4)” in this questionnaire. Due to the absences of several students on the day the questionnaire was administered, there were only 207 valid questionnaires in this study.
This study also included teachers’ perspectives on how the students used the Math-Island system to learn mathematics in the experimental school. This part of the study adopted semistructured interviews of eight teachers, which comprised the following three main questions: (a) Do you have any notable stories about students using the Math-Island system? (b) Regarding Math-Island, what are your teaching experiences that can be shared with other teachers? (c) Do you have any suggestions for the Math-Island system? The interview was recorded and transcribed verbatim. The transcripts were coded and categorized according to the five dimensions of the questionnaire (i.e., the attitude, initiative, and confidence about mathematics, as well as the attraction and satisfaction with the system) as additional evidence of the students’ interest in the experimental school.
For the first research question, this study conducted a multivariate analysis of variance (MANOVA) with the schools as a between-subject variable and the students’ scores (conceptual understanding, calculating, and word problem-solving) in the pre/posttests as dependent variables. Moreover, this study also conducted a MANOVA to compare the low-achieving students from both schools. In addition, the tests were also carried out to compare achievements with the norm (Lin et al. 2009 ). For the second research question, several z tests were used to examine how the interests of the low-achieving students were distributed compared with the whole sample. Teachers’ interviews were also adopted to support the results of the questionnaire.
To examine the homogeneity of the students in both schools in the first year, the MANOVA of the pretest was conducted. The results, as shown in Table 2 , indicated that there were no significant differences in their initial mathematics achievements in terms of conceptual understanding, calculating, and word problem-solving (Wilks’ λ = 0.982, F (3330) = 2.034, p > 0.05). In other words, the students of both schools had similar mathematics abilities at the time of the first mathematics achievement assessment and could be fairly compared.
At the end of the fourth grade, the students of both schools received the posttest, the results of which were examined by a MANOVA. As shown in Table 3 , the effect of the posttest on students’ mathematics achievement was significant (Wilks’ λ = 0.946, p < 0.05). The results suggested that the students who used Math-Island for 2 years had better mathematics abilities than those who did not. The analysis further revealed that the univariate effects on calculating and word problem-solving were significant, but the effect on conceptual understanding was insignificant. The results indicated that the students in the experimental school outperformed their counterparts in terms of the procedure and application of arithmetic. The reason may be that the system provided students with more opportunities to do calculation exercises and word problems, and the students were more willing to do these exercises in a game-based environment. Furthermore, they were engaged in solving various exercises with the support of immediate feedback until they passed the requirements of every building in their Math-Island. However, the students learned mathematical concepts mainly by watching videos in the system, which provided only demonstrations like lectures in conventional classrooms. For this reason, the effect of the system on conceptual understanding was similar to that of teachers’ conventional instruction.
Furthermore, to examine the differences between the low-achieving students in both schools, another MANOVA was also conducted on the pretest and the posttest. The pretest results indicated that there were no significant differences in their initial mathematics achievement in terms of conceptual understanding, calculating, and word problem-solving (Wilks’ λ = 0.943, F (3110) = 2.210, p > 0.05).
The MANOVA analysis of the posttest is shown in Table 4 . The results showed that the effect of the system on the mathematics achievement of low-achieving students was significant (Wilks’ λ = 0.934, p < 0.05). The analysis further revealed that only the univariate effect on word problem-solving was significant. The results suggested that the low-achieving students who used Math-Island for 2 years had better word problem-solving ability than those students in the control school, but the effect on conceptual understanding and procedural fluency was insignificant. The results indicated that the Math-Island system could effectively enhance low-achieving students’ ability to solve word problems.
Because the mathematics achievement assessment was a standardized achievement assessment (Lin et al. 2009 ), the research team did a further analysis of the assessments by comparing the results with the norm. In the pretest, the average score of the control school was the percentile rank of a score (PR) 55, but their average score surprisingly decreased to PR 34 in the posttest. The results confirmed the fact that conventional mathematics teaching in Taiwan might result in an M-shape distribution, suggesting that low-achieving students required additional learning resources. Conversely, the average score of the experimental school was PR 48 in the pretest, and their score slightly decreased to PR 44 in the posttest. Overall, both PR values were decreasing, because the mathematics curriculum became more and more difficult from the second grade to the fourth grade. However, it should be noted that the experimental school has been less affected, resulting in a significant difference compared with the control school (see Table 5 ). Notably, the average score of word problem-solving in the posttest of the experimental school was PR 64, which was significantly higher than the nationwide norm ( z = 20.8, p < .05). The results were consistent with the univariate effect of the MANOVA on word problem-solving, suggesting that the Math-Island system could help students learn to complete word problems better. This may be because the learning tasks in Math-Island provided students with adequate explanations for various types of word problems and provided feedback for exercises.
To examine whether the low-achieving students had low levels of interest in mathematics and the Math-Island system, the study adopted z tests on the data of the interest questionnaire. Table 5 shows the descriptive statistics and the results of the z tests. Regarding the interest in mathematics, the analysis showed that the interest of the low-achieving students was similar to that of the whole sample in terms of attitude, initiative, and confidence. The results were different from previous studies asserting that low-achieving students tended to have lower levels of interest in mathematics (Al-Zoubi and Younes 2015 ). The reason was perhaps that the low-achieving students were comparably motivated to learn mathematics in the Math-Island system. As a result, a teacher ( #T-301 ) said, “some students would like to go to Math-Island after school, and a handful of students could even complete up to forty tasks (in a day),” implying that the students had a positive attitude and initiative related to learning mathematics.
Another teacher ( T-312 ) also indicated “some students who were frustrated with math could regain confidence when receiving the feedback for correct answers in the basic tasks. Thanks to this, they would not feel high-pressure when moving on to current lessons.” In a sense, the immediate feedback provided the low-achieving students with sufficient support and may encourage them to persistently learn mathematics. Furthermore, by learning individually after class, they could effectively prepare themselves for future learning. The results suggested that the system could serve as a scaffolding on conventional instruction for low-achieving students. The students could benefit from such a blended learning environment and, thus, build confidence in mathematics by learning at their own paces.
The low-achieving students as a whole were also attracted to the system and felt satisfaction from it. Teacher ( #T-307 ) said that, “There was a hyperactive and mischievous student in my class. However, when he was alone, he would go on to Math-Island, concentrating on the tasks quietly. He gradually came to enjoy learning mathematics. It seemed that Math-Island was more attractive to them than a lecture by a teacher. I believed that students could be encouraged, thus improve their ability and learn happily.” Another teacher ( #T-304 ) further pointed out that, “For students, they did not only feel like they were learning mathematics because of the game-based user interface. Conversely, they enjoyed the contentment when completing a task, as if they were going aboard to join a competition.” In teachers’ opinions, such a game-based learning environment did not disturb their instruction. Instead, the system could help the teachers attract students’ attention and motivate them to learn mathematics actively because of its appealing game and joyful learning tasks. Furthermore, continuously overcoming the tasks might bring students a sense of achievement and satisfaction.
In addition to the enhancement of achievement and interest, we noticed that there are some features in this study and our design worth some discussion.
Owing to the limitations of deployment time and sample sizes, it is hard for most researchers to conduct a longitudinal study. Fortunately, we had a chance to maintain a long-term collaboration with an experimental school for more than 2 years. From this experiment, we notice that there are two advantages to conducting a long-term study.
The research environment was a natural setting, which could not be entirely controlled and manipulated like most experiments in laboratories. However, this study could provide long-term evidence to investigate how students learned in a game-based learning environment with their tablets. It should be noted that we did not aim to replace teachers in classrooms with the Math-Island game. Instead, we attempted to establish an ordinary learning scenario, in which the teachers and students regarded the game as one of the learning resources. For example, teachers may help low-achieving students to improve their understanding of a specific concept in the Math-Island system. When students are learning mathematics in the Math-Island game, teachers may take the game as a formative assessment and locate students’ difficulties in mathematics.
The long-term study not only proved the effectiveness of Math-Island but also offered researchers an opportunity to determine teachers’ roles in such a computer-supported learning environment. For example, teachers may encounter difficulties in dealing with the progress of both high- and low-achieving students. How do they take care of all students with different abilities at the same time? Future teachers may require more teaching strategies in such a self-directed learning environment. Digital technology has an advantage in helping teachers manage students’ learning portfolios. For example, the system can keep track of all the learning activities. Furthermore, the system should provide teachers with monitoring functions so that they know the average status of their class’s and individuals’ learning progress. Even so, it is still a challenge for researchers to develop a well-designed visualization tool to support teachers’ understanding of students’ learning conditions and their choice of appropriate teaching strategies.
Providing choices of learning paths.
Math-Island uses a representational metaphor of an “island,” where a virtual city is located and represents the knowledge map. Furthermore, the island comprises areas, roads, and buildings, which are the embodiments of domains, subdomains, and concepts in the curriculum, respectively. Because the gamified knowledge map provides students with multiple virtual roads to learn in the system, every student may take different routes. For instance, some students may be more interested in geometry, while others may be confident in exploring the rules of arithmetic. In this study, we noticed that the low-achieving students needed more time to work on basic tasks, while high-achieving students easily passed those tasks and moved on to the next ones. As a result, some of the high-achieving students had already started to learn the materials for the next grade level. This was possibly because high-achieving students were able to respond well to challenging assignments (Singh 2011 ). Therefore, we should provide high-achieving students with more complex tasks to maintain their interest. For example, Math-Island should provide some authentic mathematical problems as advanced exercises.
In this study, we demonstrated a long-term example of incorporating a gamified knowledge map in an elementary mathematical curriculum. In the Math-Island game, the curriculum is visualized as a knowledge map instead of a linear sequence, as in textbooks. By doing so, students are enabled to explore relationships in the mathematics curriculum represented by the knowledge map; that is, the structure of the different roads on Math-Island. Furthermore, before learning, students may preview what will be learned, and after learning, students may also reflect on how well they learned. Unlike traditional lectures or textbooks, in which students could only follow a predefined order to learn knowledge without thinking why they have to learn it, the knowledge map allows students to understand the structure of knowledge and plan how to achieve advanced knowledge. Although the order of knowledge still remains the same, students take primary control of their learning. In a sense, the knowledge map may liberate elementary students from passive learning.
This 2-year study showed that the adaptation of two game mechanisms, construction and sightseeing, into the elementary mathematical curriculum could effectively improve students’ learning achievement. The reason may be that students likely developed interests in using Math-Island to learn mathematics actively, regardless of whether they are high- and low-achieving students.
Regardless of the construction mechanism, Math-Island allows students to plan and manage their cities by constructing and upgrading buildings. Math-Island took the advantages of construction management games to facilitate elementary students’ active participation in their mathematical learning. Furthermore, students may manage their knowledge by planning and constructing of buildings on their virtual islands. Like most construction management games, students set goals and make decisions so that they may accumulate their assets. These assets are not only external rewards but also visible achievements, which may bring a sense of ownership and confidence. In other words, the system gamified the process of self-directed learning.
As for the sightseeing mechanism, in conventional instruction, elementary students usually lack the self-control to learn knowledge actively (Duckworth et al. 2014 ) or require a social stage to show other students, resulting in low achievement and motivation. On the other hand, although previous researchers have already proposed various self-regulated learning strategies (such as Taub et al. 2014 ), it is still hard for children to keep adopting specific learning strategies for a long time. For these reasons, this study uses the sightseeing mechanism to engage elementary students in a social stage to show other students how well their Math-Islands have been built. For example, in Math-Island, although the students think that they construct buildings in their islands, they plan the development of their knowledge maps. After learning, they may also reflect on their progress by observing the appearance of the buildings.
In brief, owing to the construction mechanism, the students are allowed to choose a place and build their unique islands by learning concepts. During the process, students have to do the learning task, get feedback, and get rewards, which are the three major functions of the construction functions. In the sightseeing mechanism, students’ unique islands (learning result) can be shared and visited by other classmates. The student’s Math-Island thus serves as a stage for showing off their learning results. The two mechanisms offer an incentive model connected to the game mechanism’s forming a positive cycle: the more the students learn, the more unique islands they can build, with more visitors.
This study reported the results of a 2-year experiment with the Math-Island system, in which a knowledge map with extensive mathematics content was provided to support the complete elementary mathematics curriculum. Each road in Math-Island represents a mathematical topic, such as addition. There are many buildings on each road, with each building representing a unit of the mathematics curriculum. Students may learn about the concept and practice it in each building while being provided with feedback by the system. In addition, the construction management online game mechanism is designed to enhance and sustain students’ interest in learning mathematics. The aim of this study was not only to examine whether the Math-Island system could improve students’ achievements but also to investigate how much the low-achieving students would be interested in learning mathematics after using the system for 2 years.
As for enhancing achievement, the result indicated that the Math-Island system could effectively improve the students’ ability to calculate expressions and solve word problems. In particular, the low-achieving students outperformed those of the norm in terms of word problem-solving. For enhancing interest, we found that both the low-achieving and the high-achieving students in the experimental school, when using the Math-Island system, maintained a rather high level of interest in learning mathematics and using the system. The results of this study indicated some possibility that elementary students could be able to learn mathematics in a self-directed learning fashion (Nilson 2014 ; Chen et al. 2012a , b ) under the Math-Island environment. This possibility is worthy of future exploration. For example, by analyzing student data, we can investigate how to support students in conducting self-directed learning. Additionally, because we have already collected a considerable amount of student data, we are currently employing machine learning techniques to improve feedback to the students. Finally, to provide students appropriate challenges, the diversity, quantity, and difficulty of content may need to be increased in the Math-Island system.
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The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: The authors would like to thank the Ministry of Science and Technology of the Republic of China, Taiwan, for financial support (MOST 106-2511-S-008-003-MY3), and Research Center for Science and Technology forLearning, National Central University, Taiwan.
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CYCY contributed to the study design, data acquisition and analysis, mainly drafted the manuscript and execution project. HNHC was involved in data acquisition, revision of the manuscript and data analysis.ZHC was contributed to the study idea and drafted the manuscript. CCYL of this research was involved in data acquisition and revision of the manuscript. TWC was project manager and revision of the manuscript. All authors read and approved the final manuscript.
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Charles Y.C. Yeh is currently an PhD student in Graduate Institute of Network Learning Technology at National Central University. The research interests include one-to-one learning environments and game-based learning.
Hercy N. H. Cheng is currently an associate professor and researcher in National Engineering Research Center for E-Learning at Central China Normal University, China. His research interests include one-to-one learning environments and game-based learning.
Zhi-Hong Chen is an associate professor in Graduate Institute of Information and Computer Education at National Taiwan Normal University. His research interests focus on learning technology and interactive stories, technology intensive language learning and game-based learning.
Calvin C. Y. Liao is currently an Assistant Professor and Dean’s Special Assistant in College of Nursing at National Taipei University of Nursing and Health Sciences in Taiwan. His research focuses on computer-based language learning for primary schools. His current research interests include a game-based learning environment and smart technology for caregiving & wellbeing.
Tak-Wai Chan is Chair Professor of the Graduate Institute of Network Learning Technology at National Central University in Taiwan. He has worked on various areas of digital technology supported learning, including artificial intelligence in education, computer supported collaborative learning, digital classrooms, online learning communities, mobile and ubiquitous learning, digital game based learning, and, most recently, technology supported mathematics and language arts learning.
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Yeh, C.Y.C., Cheng, H.N.H., Chen, ZH. et al. Enhancing achievement and interest in mathematics learning through Math-Island. RPTEL 14 , 5 (2019). https://doi.org/10.1186/s41039-019-0100-9
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Methodology
Published on January 27, 2023 by Tegan George . Revised on January 12, 2024.
Types of action research, action research models, examples of action research, action research vs. traditional research, advantages and disadvantages of action research, other interesting articles, frequently asked questions about action research.
There are 2 common types of action research: participatory action research and practical action research.
Both types of action research are more focused on increasing the capacity and ability of future practitioners than contributing to a theoretical body of knowledge.
Action research is often reflected in 3 action research models: operational (sometimes called technical), collaboration, and critical reflection.
Action research is often used in fields like education because of its iterative and flexible style.
After the information was collected, the students were asked where they thought ramps or other accessibility measures would be best utilized, and the suggestions were sent to school administrators. Example: Practical action research Science teachers at your city’s high school have been witnessing a year-over-year decline in standardized test scores in chemistry. In seeking the source of this issue, they studied how concepts are taught in depth, focusing on the methods, tools, and approaches used by each teacher.
Action research differs sharply from other types of research in that it seeks to produce actionable processes over the course of the research rather than contributing to existing knowledge or drawing conclusions from datasets. In this way, action research is formative , not summative , and is conducted in an ongoing, iterative way.
Action research | Traditional research | |
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and findings | ||
and seeking between variables | ||
As such, action research is different in purpose, context, and significance and is a good fit for those seeking to implement systemic change.
Action research comes with advantages and disadvantages.
If you want to know more about statistics , methodology , or research bias , make sure to check out some of our other articles with explanations and examples.
Research bias
Action research is conducted in order to solve a particular issue immediately, while case studies are often conducted over a longer period of time and focus more on observing and analyzing a particular ongoing phenomenon.
Action research is focused on solving a problem or informing individual and community-based knowledge in a way that impacts teaching, learning, and other related processes. It is less focused on contributing theoretical input, instead producing actionable input.
Action research is particularly popular with educators as a form of systematic inquiry because it prioritizes reflection and bridges the gap between theory and practice. Educators are able to simultaneously investigate an issue as they solve it, and the method is very iterative and flexible.
A cycle of inquiry is another name for action research . It is usually visualized in a spiral shape following a series of steps, such as “planning → acting → observing → reflecting.”
We strongly encourage students to use sources in their work. You can cite our article (APA Style) or take a deep dive into the articles below.
George, T. (2024, January 12). What Is Action Research? | Definition & Examples. Scribbr. Retrieved August 4, 2024, from https://www.scribbr.com/methodology/action-research/
Cohen, L., Manion, L., & Morrison, K. (2017). Research methods in education (8th edition). Routledge.
Naughton, G. M. (2001). Action research (1st edition). Routledge.
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Microsoft Word - ED504828.doc. INCREASING STUDENT LEARNING IN MATHEMATICS WITH THE USE OF. COLLABORATIVE TEACHING STRATEGIES. Jenna Di Fatta, B.A. Sarah Garcia, B. S. Stephanie Gorman, B. S. An Action Research Proposal Submitted to the Graduate Faculty of the School of.
The requirements for the written product of teachers' action research projects differ for participants seeking MA and MAT degrees. For those seeking MAT degrees, the Action Research Report is only one component of the MAT master's degree exam, the rest of which comprises mathematics questions, including an expository paper.
The purpose of this action research study was to examine the effects of. differentiated mathematics instruction and traditional lecture style instruction on two. third grade mathematics classes. To fulfill these purposes, the study utilized an independent t-test comparing pre- and post-test scores for mathematics.
The methods of action research in education include: conducting in-class observations. taking field notes. surveying or interviewing teachers, administrators, or parents. using audio and video recordings. The goal is to identify problematic issues, test possible solutions, or simply carry-out continuous improvement.
Abstract. This action research aimed to improve the mathematics performance of 56 Grade 11 students of Buug National High School students. Thirty-one or 55% scored the average and poor level of ...
an action research methodology to guide my practices. An action research model was a good fit ... (2000) allowed students the opportunity to take home a math journal and provide an example of using math in their daily lives outside of the school environment. Students' examples included monetary costs from a trip to McDonald's, recipes for ...
Action research is a process for improving educational practice. Its methods involve action, evaluation, and reflection. It is a process to gather evidence to implement change in practices. Action research is participative and collaborative. It is undertaken by individuals with a common purpose.
Action research shifts the paradigm of contemporary educational reform by emphasizing inquiry and placing teachers at the center of research-into-practice. ... Youth participatory action research in the mathematics classroom. Journal of Urban Mathematics Education, 9, 122-152. Google Scholar. Reason P., Bradbury H. (Eds.). (2008). The Sage ...
Action learning (often referred to in academia as action research [29, 30]) ... As it was shown through examples from precollege mathematics education, computers can facilitate a transition from one cognitive level to another (higher) one. This is consistent with the modern-day use of computers in mathematics research when new results stem from ...
This paper explores the potential of participatory action research to bring about significant changes in practice in a context in which more conventional approaches to research have had limited impact. It focuses on secondary mathematics classrooms where teaching approaches characterised by memorising and practising mathematical procedures, with little understanding of their application ...
The aim of this doctoral research is to determine how students learn mathematics successfully and what strategies work best in secondary classrooms. Mathematics classrooms and teachers' practice were investigated through several research methods. One method was student focus group interviews to reveal students' views of teacher practice.
The result of this research shall be reported after 100% of the Grade VI pupils have improved their mathematics problem-solving skills. Research Design. This action research is purely descriptive in nature and uses pre-test/post-test results and survey results to address the pupils' problem.
Action research cycles will be used to examine self-determined learning in the context of mathematics at an elementary school. Action research can be conducted by teachers in their classrooms with the aim of refining pedagogy and student learning (Nasrollahi, 2015).
Conventional teacher-led instruction remains dominant in most elementary mathematics classrooms in Taiwan. Under such instruction, the teacher can rarely take care of all students. Many students may then continue to fall behind the standard of mathematics achievement and lose their interest in mathematics; they eventually give up on learning mathematics. In fact, students in Taiwan generally ...
Segal (2009) identified six stages for conducting action research: identification of the problem, evaluation, recommendation, experimentation, reflection on practice, and re-evaluation if ...
Wednesday, June 14, 2. 023. Mathematics learning lacks the connection to our daily. life, fun, engaging, Rethinking of the strategies, learning style, teaching. methods, assessment, curriculum ...
Action research is a research method that aims to simultaneously investigate and solve an issue. In other words, as its name suggests, action research conducts research and takes action at the same time. It was first coined as a term in 1944 by MIT professor Kurt Lewin.A highly interactive method, action research is often used in the social ...
The insights gained from this analysis are used to argue that a participatory action research methodology, which resonates with a critical mathematics pedagogy, has the potential to challenge prevailing discourses in mathematics education and hence lead to genuine transformations in classroom practice.
Below are five examples of NCSER-funded interventions that have demonstrated improved outcomes in mathematics for learners with or at risk for a disability that affects mathematics. Numbershire is a digital math game with an intensive focus on critical whole number concepts and skills for students in kindergarten through second grade.
A visual depiction of linear algebra transformations is covered in this blog ().Table Of Contents · Overview ∘ Brief Overview of the Importance of Math in ML · Importance of Math in Machine Learning ∘ Linear Algebra and Calculus in ML · Vector Norms · Linear Algebra in ML ∘ Basic Concepts: Vectors, Matrices, and Operations ∘ Practical Applications in ML · Calculus in ML ∘ ...