Modern elementary mathematics

Last updated

Modern elementary mathematics is the theory and practice of teaching elementary mathematics according to contemporary research and thinking about learning. This can include pedagogical ideas, mathematics education research frameworks, and curricular material.

Contents

In practicing modern elementary mathematics, teachers may use new and emerging media and technologies like social media and video games, as well as applying new teaching techniques based on the individualization of learning, in-depth study of the psychology of mathematics education, and integrating mathematics with science, technology, engineering and the arts.

General practice

Areas of mathematics

Making all areas of mathematics accessible to young children is a key goal of modern elementary mathematics. Author and academic Liping Ma calls for "profound understanding of fundamental mathematics" by elementary teachers and parents of learners, as well as learners themselves. [1]

Other areas of mathematics such as logical reasoning and paradoxes, which used to be reserved for advanced groups of learners, are now being integrated into more mainstream curricula.

Use of psychology

Psychology in mathematics education is an applied research domain, with many recent developments relevant to elementary mathematics. A major aspect is the study of motivation; while most young children enjoy some mathematical practices, by the age of seven to ten many lose interest and begin to experience mathematical anxiety. Constructivism and other learning theories consider the ways young children learn mathematics, taking child developmental psychology into account.

Both practitioners and researchers focus on children's memory, mnemonic devices, and computer-assisted techniques such as spaces repetition. There is an ongoing discussion of relationships between memory, procedural fluency with algorithms, and conceptual understanding of elementary mathematics. Sharing songs, rhymes, visuals and other mnemonics is popular in teacher social networks. [4]

The understanding that young children benefit from hands-on learning is more than a century old, going back to the work of Maria Montessori. However, there are modern developments of the theme. Traditional manipulatives are now available on computers as virtual manipulatives, with many offering options not available in the physical world, such as zoom or cross-section of geometric shapes. Embodied mathematics, such as studies of numerical cognition or gestures in learning, are growing research topics in mathematics education.

Accommodating individual students

Modern tools such as computer-based expert systems allow higher individualization of learning. Students do mathematical work at their own pace, providing for each student's learning style, and scaling the same activity for multiple levels. Special education and gifted education in particular require level and style accommodations, such as using different presentation and response options. [5] Changing some aspects of the environment, such as giving an auditory learner headphones with quiet music, [6] can help children concentrate on mathematical tasks.

Modern learning materials, both computer and physical, accommodate learners through the use of multiple representation, such as graphs, pictures, words, animations, symbols, and sounds. For example, recent research suggests that sign language isn't only a means of speaking for those who are deaf, but also a visual approach to communication and learning, appealing to many others students and particularly helping with mathematics. [7]

Another aspect of individual education is child-led learning, which is called unschooling when it encompasses most of the child's experiences. Child-led learning means incorporating mathematically rich projects that stem from personal interests and passions. Educators who support child-led learning need to provide tasks that are open to interpretation, and be ready to improvise, rather than prepare lessons ahead of time. This modern approach often involves seizing opportunities for discovery, and learning as the child's curiosity demands. This departure from conventional structured learning leaves the child free to explore his/her innate desires and curiosities. Child-led learning taps into the child's intrinsic love of learning.

Problem solving can be an intensely individualized activity, with students working in their own ways and also sharing insights and results within groups. [8] There are many means to one end, emphasizing the importance of creative approaches. Promoting discourse and focusing on language are important concepts for helping each students participate in problem solving meaningfully. [9]

Data-based assessment and comparison of learning methods, and ways children learn, is another big aspect of modern elementary mathematics.

Use of emerging technologies

Computation technology

Modern computation technologies change elementary mathematics in several ways. Technology reduces the amount of attention, memory, and computation required by users, making higher mathematical topics accessible to young children. However, the main opportunity technology provides is not in making traditional mathematical tasks more accessible, but in introducing children to novel activities that are not possible without computers.

For example, computer modeling allows children to change parameters in virtual systems created by educators and observe emergent mathematical behaviors, or remix and create their own models. The pedagogical approach of constructionism describes how creating algorithms, programs and models on computers promotes deep mathematical thinking. Technology allows children to experience these complex concepts in a more visual manner.

Children use an interactive whiteboard. Interactive whiteboard at CeBIT 2007.jpg
Children use an interactive whiteboard.

Computer algebra systems are software environments that support and scaffold working with symbolic expressions. Some computer algebra systems have intuitive, child-friendly interfaces and therefore can be used in Early Algebra. Interactive geometry software supports creation and manipulation of geometric constructions. Both computer algebra systems and interactive geometry software help with several cognitive limitations of young children, such as attention and memory. The software scaffolds step-by-step procedures, helping children focus attention. It has "undo" capabilities, lowering frustration when errors happen, and promoting creativity and exploration. Also, such software supports metacognition by making all steps in a problem or a construction visible and editable, so children can reflect on individual steps or the whole journey.

Social media

Online communities and forums allow educators, researchers and students to share, discuss and remix elementary mathematical content they find or create. Sometimes, traditional media such as texts, pictures and movies are digitized and turned into online social objects, such as open textbooks. Other times, web-native mathematical objects are created, remixed and shared within the integrated authoring and discussion environment, such as applets made with Scratch or Geogebra constructions.

Rich media, including video, virtual manipulatives, interactive models and mobile applications is a characteristic feature of online mathematical communication. Some global collaboration projects between teachers or groups of students with teachers use the web mostly for communication, but others happen in virtual worlds, such as Whyville.

Professional development for elementary mathematics educators uses social media in the form of online courses, discussion forums, webinars, and web conferences. This supports teachers in forming PLNs (Personal Learning Networks). Some communities include both students and teachers, such as Art of Problem Solving. [10]

Teaching mathematics in context

Games and play

Learning through play is not new, but the themes of computer and mobile games are relatively more modern. Most teachers now use games in elementary classrooms, and most children in developed countries play learning games at home. Computer games with intrinsically mathematical game mechanics can help children learn novel topics. More extrinsic game mechanics and gamification can be used for time and task management, fluency, and memorization. Sometimes it's not obvious what mathematics children learn by "just playing," but basic spatial and numerical skills gained in free play help with mathematical concepts. [11]

Some abstract games such as chess can benefit learning mathematics by developing systems thinking, logic, and reasoning. Roleplaying games invite children to become a character who uses mathematics in daily life or epic adventures, and often use mathematical storytelling. Sandbox, also called open world games, such as Minecraft help children explore patterns, improvise, be mathematically artistic, and develop their own algorithms. Board games can have all of the above aspects, and also promote communication about mathematics in small groups.

Teachers working with disadvantaged kids note especially large mathematical skill gains after using games in the classroom, possibly because kids don't play such games at home. [12]

Many teachers, parents and students design their own games or create versions of existing games. Designing mathematically rich games is one of staple tasks in constructionism.

There is a concern that children who use computer games and technology in general may be more stressed when exposed to pen-and-paper tests. [13]

Family mathematics and everyday mathematics

While learning mathematics in daily life, such as cooking and shopping, can't be considered modern, social media provides new twists. Online networks help parents and teachers share tips on how to integrate daily routines and more formal mathematical learning for children. For example, the "Let's play math" blog hosts carnivals for sharing family mathematics ideas, [14] such as using egg cartoons for quick mathematical games.

School tasks may involve families collecting data and aggregating it online for mathematical explorations. Pastimes such as geocaching involve families sharing mathematically rich sporting activities that depend on GPS systems or mobile devices. Museums, clubs, stores, and other public places provide blended learning opportunities, with visiting families accessing science and mathematics activities related to the place on their mobile devices.

STEM, social sciences, and the arts

In the last several decades, many prominent mathematicians and mathematics enthusiasts embraced mathematical arts, from popular fractal art to origami. Likewise, elementary mathematics is becoming more artistic. Some popular topics for children include tessellation, computer art, symmetry, patterns, transformations and reflections. [15] The discipline of ethnomathematics studies relationships between mathematics and cultures, including arts and crafts. Some hands-on activities, such as creating tiling, can help children and grown-ups see mathematical art all around them. [16]

Project-based learning approaches help students explore mathematics together with other disciplines. For example, children's robotics projects and competitions include mathematical tasks.

Some elementary mathematical topics, such as measurement, apply to tasks in many professions and subject areas. Unit studies centered on such concepts [17] contrast with project-based learning, where students use many concepts to achieve the project's goal.

See also

Related Research Articles

Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning. This learning process promotes a deeper level of learning than many other common teaching strategies.

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

<span class="mw-page-title-main">Mathematics education</span> Teaching, learning, and scholarly research in mathematics

In contemporary education, mathematics education—known in Europe as the didactics or pedagogy of mathematics—is the practice of teaching, learning, and carrying out scholarly research into the transfer of mathematical knowledge.

Situated learning is a theory that explains an individual's acquisition of professional skills and includes research on apprenticeship into how legitimate peripheral participation leads to membership in a community of practice. Situated learning "takes as its focus the relationship between learning and the social situation in which it occurs".

<span class="mw-page-title-main">David Hestenes</span> American physicist and science educator

David Orlin Hestenes is a theoretical physicist and science educator. He is best known as chief architect of geometric algebra as a unified language for mathematics and physics, and as founder of Modelling Instruction, a research-based program to reform K–12 Science, Technology, Engineering, and Mathematics (STEM) education.

A cognitive tutor is a particular kind of intelligent tutoring system that utilizes a cognitive model to provide feedback to students as they are working through problems. This feedback will immediately inform students of the correctness, or incorrectness, of their actions in the tutor interface; however, cognitive tutors also have the ability to provide context-sensitive hints and instruction to guide students towards reasonable next steps.

Principles and Standards for School Mathematics (PSSM) are guidelines produced by the National Council of Teachers of Mathematics (NCTM) in 2000, setting forth recommendations for mathematics educators. They form a national vision for preschool through twelfth grade mathematics education in the US and Canada. It is the primary model for standards-based mathematics.

Founded in 1920, The National Council of Teachers of Mathematics (NCTM) is a professional organization for schoolteachers of mathematics in the United States. One of its goals is to improve the standards of mathematics in education. NCTM holds annual national and regional conferences for teachers and publishes five journals.

<span class="mw-page-title-main">Constructionism (learning theory)</span> Learning theory involving the construction of mental models

Constructionist learning is the creation by learners of mental models to understand the world around them. Constructionism advocates student-centered, discovery learning where students use what they already know to acquire more knowledge. Students learn through participation in project-based learning where they make connections between different ideas and areas of knowledge facilitated by the teacher through coaching rather than using lectures or step-by-step guidance. Further, constructionism holds that learning can happen most effectively when people are active in making tangible objects in the real world. In this sense, constructionism is connected with experiential learning and builds on Jean Piaget's epistemological theory of constructivism.

<span class="mw-page-title-main">The Geometer's Sketchpad</span> Commercial interactive geometry software

The Geometer's Sketchpad is a commercial interactive geometry software program for exploring Euclidean geometry, algebra, calculus, and other areas of mathematics. It was created as part of the NSF-funded Visual Geometry Project led by Eugene Klotz and Doris Schattschneider from 1986 to 1991 at Swarthmore College. Nicholas Jackiw, a student at the time, was the original designer and programmer of the software, and inventor of its trademarked "Dynamic Geometry" approach; he later moved to Key Curriculum Press, KCP Technologies, and McGraw-Hill Education to continue ongoing design and implementation of the software over multiple major releases and hardware platforms. Present versions run Microsoft Windows and MacOS Ventura. It also runs on Linux under Wine with a few bugs. There was also a version developed for the TI-89 and TI-92 series of Calculators. In June 2019, McGraw-Hill announced that it would no longer sell new licenses. Nonetheless, a license-free 64-bit version of Mac Sketchpad that is compatible with the latest Apple silicon chips is available. A license-free Windows version of the software is also available. The Sketchpad Repository contains over 200 videos, with Sketchpad and Web Sketchpad tutorials as well as an archive of Sketchpad webinars that were offered by Key Curriculum Press.

An intelligent tutoring system (ITS) is a computer system that imitates human tutors and aims to provide immediate and customized instruction or feedback to learners, usually without requiring intervention from a human teacher. ITSs have the common goal of enabling learning in a meaningful and effective manner by using a variety of computing technologies. There are many examples of ITSs being used in both formal education and professional settings in which they have demonstrated their capabilities and limitations. There is a close relationship between intelligent tutoring, cognitive learning theories and design; and there is ongoing research to improve the effectiveness of ITS. An ITS typically aims to replicate the demonstrated benefits of one-to-one, personalized tutoring, in contexts where students would otherwise have access to one-to-many instruction from a single teacher, or no teacher at all. ITSs are often designed with the goal of providing access to high quality education to each and every student.

<span class="mw-page-title-main">Discovery learning</span> Technique of inquiry-based learning and is considered a constructivist based approach to education

Discovery learning is a technique of inquiry-based learning and is considered a constructivist based approach to education. It is also referred to as problem-based learning, experiential learning and 21st century learning. It is supported by the work of learning theorists and psychologists Jean Piaget, Jerome Bruner, and Seymour Papert.

Traditional mathematics was the predominant method of mathematics education in the United States in the early-to-mid 20th century. This contrasts with non-traditional approaches to math education. Traditional mathematics education has been challenged by several reform movements over the last several decades, notably new math, a now largely abandoned and discredited set of alternative methods, and most recently reform or standards-based mathematics based on NCTM standards, which is federally supported and has been widely adopted, but subject to ongoing criticism.

Mathematical anxiety, also known as math phobia, is a feeling of tension and anxiety that interferes with the manipulation of numbers and the solving of mathematical problems in daily life and academic situations.

<span class="mw-page-title-main">Educational video game</span> Video game genre

An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.

In mathematics education, a representation is a way of encoding an idea or a relationship, and can be both internal and external. Thus multiple representations are ways to symbolize, to describe and to refer to the same mathematical entity. They are used to understand, to develop, and to communicate different mathematical features of the same object or operation, as well as connections between different properties. Multiple representations include graphs and diagrams, tables and grids, formulas, symbols, words, gestures, software code, videos, concrete models, physical and virtual manipulatives, pictures, and sounds. Representations are thinking tools for doing mathematics.

<span class="mw-page-title-main">DreamBox Learning</span> American online software provider

DreamBox Learning is an American online software provider that focuses on mathematics education and reading education at the elementary, middle school, and for reading, the high school level. The mathematics software provides pre-kindergarten through 8th-grade students with over 2,000 lessons presented as animated adventures, games, and challenges, while the reading software provides students in elementary to high school levels with articles to boost their reading skills.

<span class="mw-page-title-main">Embodied design</span>

Embodied design grows from the idea of embodied cognition: that the actions of the body can play a role in the development of thought and ideas. Embodied design brings mathematics to life; studying the effects of the body on the mind, researchers learn how to design objects and activities for learning. Embodiment is an aspect of pattern recognition in all fields of human endeavor.

<i>Math Blaster!</i> 1983 video game

Math Blaster! is a 1983 educational video game, and the first entry in the "Math Blaster" series within the Blaster Learning System created by Davidson & Associates. The game was developed by former educator Jan Davidson. It would be revised and ported to newer hardware and operating systems, with enhanced versions rebranded as Math Blaster Plus! (1987), followed by New Math Blaster Plus! (1990). A full redesign was done in 1993 as Math Blaster Episode I: In Search of Spot and again in 1996 as Mega Math Blaster.

<span class="mw-page-title-main">Gary Bitter</span> American educational technology researcher

Gary Bitter is an American researcher, teacher, and author focusing on educational technology. He is Professor of Educational Technology and past Executive Director of Technology Based Learning and Research at Arizona State University. He was a founding board member of the International Society for Technology in Education and served as its first elected president. He is the co-author of the National Technology Standards (NETS) which have been used extensively as a model for National and International Technology Standards.

References

  1. Liping Ma, Knowing and Teaching Elementary Mathematics: Teachers' Understanding of Fundamental Mathematics in China and the United States (Studies in Mathematical Thinking and Learning.), Lawrence Erlbaum, 1999, ISBN   978-0-8058-2909-9.
  2. "Early Algebra, Early Mathematics - Tufts University". Tufts University. Retrieved 2022-02-06.
  3. "Don Cohen - The Mathman: A Map to Calculus". Mathman.biz. Retrieved 2012-02-11.
  4. "monster numbers". KindergartenWorks. 2011-08-24. Retrieved 2012-02-11.
  5. Paula Bliss. "Math Remediation and Learning Strategies". Paulabliss.com. Retrieved 2012-02-11.
  6. "Auditory Learners". Riverspringscharter.org. Archived from the original on 2012-05-11. Retrieved 2012-02-11.
  7. "3D SIGN LANGUAGE MATHEMATICS IN IMMERSIVE ENVIRONMENT" (PDF). Archived from the original (PDF) on 2006-09-07. Retrieved 2012-02-11.
  8. "Math Problem-Solving - Kindergarten Kindergarten". Crisscrossapplesauce.typepad.com. Retrieved 2012-02-11.
  9. "Teaching Today | How-To Articles | Promoting Problem-Solving Skills in Elementary Mathematics". Teachingtoday.glencoe.com. Archived from the original on 2014-10-18. Retrieved 2012-02-11.
  10. "AoPS Forums • Art of Problem Solving". Artofproblemsolving.com. Retrieved 2012-02-11.
  11. "DreamBox Learning : Learning math through play from guest blogger Dawn Morris". Dreambox.com. Retrieved 2012-02-11.
  12. "Playing Games in Classroom Helping Pupils (Children) Grasp Math - Head Start". Eclkc.ohs.acf.hhs.gov. Archived from the original on 2011-12-28. Retrieved 2012-02-11.
  13. "Teaching Basic Mathematics in an Age of Technology: Practice". Audio-mastering-ebook.com. 2012-01-25. Archived from the original on 2012-07-07. Retrieved 2012-02-11.
  14. "Let's Play Math!". Letsplaymath.net. Retrieved 2012-02-11.
  15. "Apex Elementary Art: Mixing Math and Art". apexelementaryart.blogspot.com. 2012-01-12. Retrieved 2012-02-11.
  16. "Math Encounters: Craig Kaplan on Math and Art « Mr Honner". Mrhonner.com. 2012-01-05. Retrieved 2012-02-11.
  17. "Earth Materials". FOSSweb. 2011-11-10. Archived from the original on 2011-12-08. Retrieved 2012-02-11.