Mathematics education and manipulatives: which, when, how?
Larkin, Kevin
Introduction
This article proposes a framework for classroom teachers to use in
making pedagogical decisions regarding which mathematical materials
(concrete and digital) to use, when they might be most appropriately
used, and why. Two iPad apps will also be evaluated to demonstrate the
usefulness of the framework in assisting teachers to evaluate digital
resources in terms of their pedagogical, cognitive and mathematical
fidelity (Bos, 2009).
Using materials to support mathematical learning
There is a wealth of literature on the benefits of using concrete
materials to support mathematical learning. I present briefly here the
findings of Carbonneau, Marley and Selig (2013), who conducted a
meta-analysis of 55 studies investigating the benefits of the use of
mathematical materials. Each of the studies involved groups of students
using concrete objects compared with control groups of students using
only mathematics symbols. The major finding was a small to medium
positive effect on student learning for students using materials
compared with those using mathematical symbols only. There were some
provisos on these findings in relation to the strengths of the effects:
* Developmental level of the user. The materials were most
effective in the 7-11 years age group. They were still effective, but
less so, in the 12 years and older age group. Least positive effects
were noted in students aged 3-6 years; perhaps due to the difficulty
that younger students have in discerning between the materials and their
mathematical representations.
* Perceptual richness of the object. In the studies, perceptually
rich objects were considered to be those closely related to actual
objects (e.g. toy bears) and when used resulted in a larger positive
effect. Although perceptual richness was important in encouraging
conceptual development, care is needed in their use with pre-operational
students who may become distracted from the mathematics understandings
intended by their use.
* Level of guidance during manipulative use. Students whose use of
manipulatives was scaffolded, were better able to establish connections
between objects and mathematical representations.
In relation to virtual (digital) manipulatives, a meta-analysis
conducted by Moyer-Packenham and Westenskow (2013), found that virtual
manipulatives:
* Allow exploration in a different manner to concrete materials or
pen and paper;
* Support the development of individual representations as the
learner is in control; and
* Have a moderate effect on student achievement.
What these findings confirm is that with timely teacher support,
and given the selection of appropriate mathematics materials, student
mathematical achievement is enhanced by their use.
A framework for choosing materials to support student learning
Given that the use of materials to teach mathematics is endorsed
both by the tacit knowledge of teachers and also the research, questions
remain as to the which, when, and how of materials usage. Bruner (1966)
proposed that students learn through three experiential stages:
* Enactive (direct sensory) experience where students take an
active part in their learning through the manipulation of their learning
environment;
* Iconic representation of experience where enacted experiences are
represented via diagrams, film clips, charts etc.; and
* Symbolic representation including written language symbols such
as words and mathematical symbols.
More recently, the terms 'concrete',
'representational' and 'abstract' (Cooper, 2012) are
used to describe these three stages. The intent of this article is to
explain the use of a framework (Figure 1) that primary school teachers
can use to direct their decision-making regarding the use of
mathematical materials, both concrete and digital, to facilitate student
learning at the 'Enactive' and 'Iconic' stages in
particular. In order to assist with this decision-making process, I have
adapted Dale's Cone of Experience (1969), which explored the use of
materials to support student learning in any domain, to create a
framework that is useful in determining the which, when and how of
mathematical materials use at each of Bruner's experiential stages
of learning.
[FIGURE 1 OMITTED]
In using the framework, teachers should note a number of important
points. Firstly, that the framework tracks the use of materials from
concrete to the abstract and, depending on where students are in their
conceptual development, materials may be helpful or harmful to their
learning (See Carbonneau et al., 2013). For example, it would be
inappropriate to only use square tiles when developing area concepts as
this may detract from the development of an understanding of area as a
'covering' and may also promote the misconception that only
regular figures have area. Secondly, it would normally be expected that
students spend a significant amount of time at the Enactive stage of
learning to ensure robust conceptual development of mathematics content.
Finally, the framework depicts a separation of concrete (familiar
and substituted) and digital objects as digital objects add an
additional level of abstractness to the use of materials at the Enactive
stage.
Using the framework for developing algebraic thinking
In order to demonstrate the application of the framework as a
teaching scaffold, I have indicated briefly below its enactment in
relation to the teaching of a mathematics concept; namely, the notions
of balance or equivalence which underpins early algebraic thinking. This
concept is included at differing levels of complexity across the primary
year levels; however, the focus here is on initial exposure to the
concept. Students are not required to use number sentences until Year 2
and unknowns in number sentences are only introduced in Year 4 so it is
likely that many students will operate at the Enactive and Iconic stages
in the very early years of schooling. The framework indicates that
materials used at the Enactive stage should initially be familiar to
students from their real world contexts and that these materials are
then substituted with materials found in mathematics classrooms or
digitally via the web or mobile devices. In each of the three cases, the
major consideration is that the students can develop deeper mathematical
representations of the concepts via their engagement with materials.
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Initially, a simple balance scale can be used to develop the notion
of balance or equivalence in algebraic expressions (Figure 2). Objects
such as cars, toy animals, beads or blocks can be used. Students will
begin to develop an understanding that changes can be made to elements
in each of the pans such that balance is either maintained or lost.
Further in the development of the concepts, the balance scale can
be replaced with mathematics materials such as the Number Balance
Equaliser (Figures 3 and 4). Depending on the understanding of the
students, the Number Balance can be used in various ways. In Figure 3
the students can see the numbers on the Number Balance as the teacher
demonstrates that (2 x 3 + 2 = 6 + 2) are balanced.
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At a later stage, by hanging the blue weights on the far side of
the Number Balance, elements of an algebraic expression can be hidden
from student view.
Finally, digital materials that allow students to manipulate
objects via a mouse or touch screen, can be used. A number of these
resources are available in either web based or iPad format.
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The screen shot depicted in Figure 4 is from an iPad app titled
Hands On Equations and illustrates a partially worked example to solve
an equation with one unknown.
At the Iconic stage, students use visual representations to assist
in their learning. Examples of two different 'balance'
representations are included in Figure 5. These materials encourage
students to recall their earlier enacted activities and provide a
scaffold between these activities and the symbolic representations of
relationships to come. Short instructional videos, such as the one
demonstrated here (https://www.youtube.com/watch?v=r9lmoySahVs) are also
appropriate at this stage.
[FIGURE 5 OMITTED]
Finally, at the Symbolic stage of the experiential learning
sequence, students solve simple number sentences or algebraic equations
(Figure 6), without the use of concrete or digital materials.
[FIGURE 6 OMITTED]
Using the framework to evaluate digital materials including apps
As well as providing a mechanism for suggesting the types of
materials likely to be useful in supporting student learning at the
Enactive and Iconic stages, the framework can also be used by teachers
evaluating the quality of digital materials. This is particularly
pertinent as concrete mathematics materials are increasingly becoming
digitised. When concrete materials are digitised, their usefulness may
diminish as they become distanced from the concrete nature of the
resource; thus limiting their ability to be enacted upon by students.
Bos (2009) discussed this increased distance from the initial intent of
the materials in terms of three levels of fidelity:
* Pedagogic where the resource allows the student to do mathematics
without being distracted or limited by technical features;
* Cognitive which refers to whether a concept is better understood
when an action is performed on or with the object; and
* Mathematical where the object conforms to mathematical accuracy
and embodies accurate representations of the concept
In addition to the three issues of fidelity, there are more
mundane, but equally problematic, issues of teachers finding the time to
properly review digitised resources and also the lack of quality
information about apps that is provided by the iTunes store (Larkin,
2014). The remainder of this article uses the framework to evaluate two
notionally similar apps: Area of Shapes (Parallelogram) and Area of
Parallelogram,
Area of Shapes (Parallelogram) app
This app consists of four components; an interactive lesson, a
virtual geoboard, a multiple-choice test, and a challenge component.
Component 1
This lesson consists of 21 interactive 'slides' with
voice and diagrammatic support. Students have the option to complete
activities within the lesson that incorporate the use of manipulatives.
This component supports experiences in the Enactive and Iconic stages.
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Component 2
Component 2 is a virtual geoboard where students can draw, and then
manipulate, their own parallelogram. They can fill the parallelogram and
change its base and height to see how this changes the area. They can
also translate the triangular area from one end of the shape to the
other to develop the relationship between parallelograms and rectangles
as a specific subset of parallelograms. This component supports student
experiences in the Enactive stage.
Component 3
Component 3 is a ten question multiple-choice test. This component
is not as useful as the others but does include Iconic and Symbolic
experiences.
Component 4
Component 4 is a free challenge area where users can manipulate
various parallelograms to assist them in determining their area. They
are also required to manipulate the geoboard to create parallelograms of
various sizes. In addition, there are drawing tools available for
students to write on the screen. This challenge component supports
learning at all three experiential stages.
[FIGURE 8 OMITTED]
Area of Parallelogram
This app consists only of a lesson with voiceovers and diagrams
explaining to students how to determine the area of a parallelogram. It
is one in a series of apps for various shapes from this developer.
Students have no control over the creation of the parallelograms. Once
the lesson is complete, the students are prompted to complete worksheets
which are only available when you email the creators of the software.
There is no opportunity for students to manipulate the parallelogram to
establish the relationship between its area and the area of a rectangle
with the same dimensions nor to translate the triangle from one end of
the parallelogram to the other. This app only supports learning at the
Iconic (in a minimal way) and Symbolic stages.
The use of the framework to determine levels of experiential
learning supported by the two apps indicates that the first app is more
useful for supporting initial student conceptual development of area at
the Enactive stage, and then scaffolds this learning further across the
Iconic and Symbolic stages; whereas the second app is only useful to
reinforce this conceptual understanding at the Iconic (minimally) and
Symbolic stages. According to the framework used in this article, the
first app is therefore much more appropriate to use with students across
a range of stages than the second which would only be used to support
learning during the later stages of the learning process.
Conclusion
This article has suggested a framework for teachers to use in their
selection and use of materials to support student learning at various
experiential stages. As indicated, the iTunes store is not an
appropriate source of advice on the quality of apps; however, some of
the teacher decision making can be outsourced to reputable providers of
digital materials. I encourage classroom teachers to visit the following
sites:
* The National Library of Virtual Manipulatives website
http://nlvm.usu.edu/;
* Illuminations website http://illuminations.nctm.org/; and
* Shodor http://www.shodor.org/interactivate/
In addition, if teachers are looking for appropriate apps to use
with their students, the author has reviewed 142 mathematics apps that,
to varying degrees, are useful in supporting student learning at either
the Enactive or Iconic stages. These reviews are available at
http://tinyurl.com/ ACARA-Apps. A brief summary of the process followed
in evaluating their use is available in an earlier edition of APMC
(Larkin, 2014).
Manipulatives
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References
Bos, B. (2009). Virtual math objects with pedagogical,
mathematical, and cognitive fidelity. Computers in Human Behavior, 25,
521-528
Bruner, J.S. (1966). Toward a theory of instruction. Cambridge, MA:
Harvard University Press.
Carbonneau, K. J., Marley, S. C., & Selig, J. (2013). A
meta-analysis of the efficacy of teaching mathematics with concrete
manipulatives. Journal of Educational Psychology, 105(2), 380-400.
Cooper, T. E. (2012). Using virtual manipulatives with pre-service
mathematics teachers to create representational models. The
International Journal for Technology in Mathematics Education, 19(3),
105-115.
Dale, E. (1969). Audio-visual methods in teaching (3rd Edition).
New York: Holt, Rinehart & Winston.
Larkin, K. (2014). Ipad apps that promote mathematical knowledge?
Yes, they exist! Australian Primary Mathematics Classroom, 19(2), 28-32.
Moyer-Packenham, P. S., & Westenskow, A. (2013). Effects of
virtual manipulatives on student achievement and mathematics learning.
International Journal of Virtual and Personal Learning Environments,
4(3), 35-50.
Kevin Larkin
Griffith University
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[email protected]>