ARNOL97.049 Problem-solving and mathematical processing

 

Evaluating contemporary instructional technologies :

Effects on problem-solving and mathematical processing

 

by

 

Lynette Arnold

 

 

based on research undertaken as part of

Master of Arts (Education) Research Thesis

Flinders University of South Australia

 

presented at the

 

Brisbane AARE Annual Conference

'Researching Education in New Times'

Brisbane, Australia

December 1st, 1997

 

Email: larnold@decspop.nexus.edu.au

 

 

INTRODUCTION

A new genre of resource and reference material is appearing on the

commercial market aimed at supporting and complementing educational

outcomes for students in the guise of interactive multimedia software.

  

Over the past 3-5 years, schools in Australia have been investing large

amounts of money and resources into the purchase of computers - whether

they be stand-alones, networked : Macintosh or PC based. Subsequent to

purchasing the hardware, educators are faced with the selection and

purchase of relevant, useful software which supports the educational

outcomes of the school and its community.

 

Interactive Multimedia, for the purposes of this paper is defined as

educational technologies controlled via a computer, and constitutes

one of the options being promoted as technologies which can -

* promote or support teaching and learning; and

* provide computer assisted instruction (CAI) or computer assisted

learning (CAL)

 

 

Various claims have been made, particularly by developers and

designers, about the effects Interactive Multimedia (IMM) will have on

learning. A common factor between each claim is that they each imply a

direct link between multimedia, or interactive multimedia, and an

automatic guarantee of changes to the way humans learn and activate

their thought processes. It was this type of claim that I was

interested in investigating.

 

Whilst I do not deny the fact that IMM may have an effect on student

disposition and performance in learning situations - the claims I refer

to are often unsubstantiated, at this stage, by any quantitative or

qualitative research and more often than not are designed as part of a

full-scale marketing strategy by developers and designers.

 

For example, Preece, J and Davies G (1992) claim that IMM 'promises to

enhance learning'. IMM may enhance a student's disposition toward a

task however will IMM also enhance their performance? If the design of

the IMM software does not support student-centred and

student-controlled learning it may not, in fact, enhance active,

constructive or cumulative learning, all aspects of learning which are

highlighted in contemporary pedagogy.

 

As for 'reducing the learning curve and accelerating

learning'(Reynolds, L & Ehrlich D 1992) there is no evidence to support

this statement nor can the proposal that 'higher levels of analytical

skills will be developed at earlier stages of education' (Broadband

Servcies Expert Group 1995) be supported by current research findings.

 

Regarding the claim that IMM will 'change the way we think and solve

problems' (Ambron, S & Hooper, K 1988) I believe that it may change the

types and nature of the problems a learner must solve but not,

necessarily, the way he/she solves the problem.

 

 

 

Questions spring to mind - such as;

 

Why will computer controlled educational technologies bring about such

dramatic effects when previous educational technologies - ie.

television, radio, film, video, overhead projectors and teaching

machines - have not already had this effect within learning

environments?

 

How will IMM have a significant effect on the way students solve

problems, perceive educational concepts and construct knowledge?

 

What can we do as educators to ensure that these technologies are used

effectively in teaching and learning environments?

 

There has been a long standing debate amongst researchers and educators

as to whether or not media does, in fact, affect learning - let alone

to what degree! Clarke (1994) states that Robert Kozma agrees with him

in 'that evidence does not yet support the claim that media or media

attributes influence learning' however Robert Kozma (1994) in his

article goes on to claim 'if there is no relationship between media and

learning it may be because we have not yet made one' and Salomon et al

(1979) believe that it is 'not the medium which influenced learning but

instead certain attibutes of media that can be modelled by learners and

can shape the development of unique "cognitive processes"...'

 

This led me to the next question I addressed - What are we trying to effect?

Basically it is - what the student learns. By abstracting a range of

literature based on a general constructivist view I define knowledge

construction as a dynamic, problem-solving decision-making process

which is cumulative, goal-oriented, knowledge-dependent and

context-based in nature and involves the learner actively and

constructively. (Anderson, J.R. 1982, 1983; Rumelhart & Norman 1981;

Glaser, R 1984; Resnick 1989; Chi, Glaser & Rees 1982; Shuell, T.J.

1988) Further knowledge construction does not occur in isolation from

environmental or internal factors.

 

INTERACTIVITY

When beginning my research I found I needed to clarify the term

"interactivity or interaction" and what this meant in relation to

multimedia and education or learning and look for the similarities and

differences.

 

When computer programmers and technologists refer to interactivity in

relation to multimedia they generally are discussing it in terms of the

dynamic which occurs between the hardware, software and the potential

user - although the interface is often the beginning and end of

interactivity in these terms.

 

When discussing interactivity in educational contexts there is a vast

body of research which investigates parent, teacher, student and peer

group interactions and their effect on teaching and learning in a range

of contexts.

 

A lot of time, money and resources are invested by multimedia

developers in creating the interaction between the computer and the

software but what educational programs need to do, to a high degree, is

interface effectively with a wide range of learners and address their

individual needs.

 

Each person has a different cognitive model and what the software

package to do is respond equally successfully with each and every user

based on their needs and prior knowledge using appropriate language.

 

Assuming that interaction occurs in a range of learning contexts I

investigated exactly what interaction looks like and means in

successful teaching and learning environments.

 

Based on my literature review I conclude that interaction which

promotes quality learning is reciprocal or bi-directional,

personalised, responsive to learner needs, uses appropriate language,

is contextually sound, states explicit goals, and provides a balance

between guidance and learner exploration.

 

There is research being undertaken in various parts of the world which

explore the ways in which children and young adults interact and

respond to IMM. This research is based on a wide range of hypotheses

and methodologies. For example, researchers at the Queensland

University of Technology are currently investigating the educational

significance of the cognitive processes teenagers engage in while

playing video games and the possiblities for the transfer of knowledge

between a games platform and an educational multimedia system. Such

research findings should prove informative and helpful in understanding

the role of interaction in educational multimedia environments.

 

What I was particularly interested in was the cognitive interaction

which a student experienced in solving a problem when working within an

interactive multimedia environment and the effect this had on knowledge

construction and how it differed from the cognitive interaction

experienced and knowledge construction of students working with a

traditional medium.

 

Further I was interested in investigating the claims that multimedia

environments encourage more interaction between students when working

collaboratively and whether or not this interaction was of a quality

nature and related to the problem task or problems created by the

media.

 

PROGRAM

As I was also interested in investigating some of the claims made about

IMM and specifically whether an IMM product would effect a student's

cognitive processing and performance I selected a program called

"Working Mathematically : Space" which

 

* is complex, both in design and the content it deals with

* goes beyond drill and practice

* has a stand-alone, student directed, instructional intention

 

The package has been designed for middle primary through to junior

secondary students (i.e. Years 5-9) and is recommended for use with

other mathematics resources to enrich current practice.

 

It provides 134 investigations presented in three levels of difficulty

in addition to the opportunity to experiment in free-form mode. The

work environment provides a 3D Constructor and a 2D Builder.

 

"They (students) will be able to do things that are impossible to do on

paper or with physical materials.....The designers of this truly

interactive package have created work environments in which students

can explore and record spatially-based mathematical ideas. Students

will be able to:

 

* investigate, discuss and describe mathematical situations

* visualise and be creative

* conjecture and test

* contemplate, reconsider and extend their understanding of mathematical ideas

* generalise

* become, over time, more sophisticated in their use of mathematical

language and their ability to apply mathematics in situations of

interest or importance." Olssen, K and Walsh S. Working Mathematically

CD-ROM : Space Support Book (1996) p. 5

 

 

METHOD

All groups undertook exactly the same problem-solving task and

post-construction rotational and symmetry exercises using an identical,

colour coded tower.

 

The problem-solving task involved constructing a tower which was

symmetrical, four storeys high, had only one cube in the top storey,

and consisted of exactly 44 cubes using either the 3D Constructor of

the 'Working Mathematically CD-ROM : Space' program or 1cm construction

blocks.

 

Even though the software package offered alternative environments the

students used only the 3D Constructor for the task and needed to use

only the viewing positions, add and delete cubes, and cube counter

options to successfully complete the problem-solving task. The

orthographic view, magnification and rotational tools were additional

options which students could access if they chose.

 

Hence I utilised only a particular aspect of the package and

subsequently my results are limited to this aspect.

 

The tower building task came from the middle level of the

transformations section of the program, however I presented the task in

print form to all groups and did not utilise the theatrette

presentation of the task to ensure consistency for all groups. I also

provided various support materials not provided by the IMM package to

assist students in the completion of the task. These materials, which

were provided to all students regardless of the medium, included an

outline of the task specification, an isometric diagram showing how to

build the first two storeys and an orthographic view of the tower from

the front. I also had a sample of the tower built in blocks however

this was only presented to the students if they were unable to complete

the task within the 20 minute time allocation and specifically

requested it.

 

 

I set out to investigate the following four research questions.

 

Do students who experience different forms of instructional interaction -

 

1. develop different knowledge of the relevant mathematical concepts

and procedures in an area of spatial relations?

2. differ in levels of success in solving spatial mathematical problems

requiring near and far transfer?

3. differ in the ways they access and use problem-relevant knowledge?

4. differ in their dispositions toward the content and the medium of

instruction?

 

The group I worked with consisted of 54 girls in year 7 (i.e. 11-12

years of age). During the previous eighteen months all students had

experienced the same middle schooling mathematics programs with the

same teacher.

 

The students were randomly placed into four groups based on pre-test

scores and the mathematics and class teachers' assessment of ability,

performance and progress.

 

All 54 students were presented with the same problem-solving task,

rotational and symmetry exercises and experienced equivalent pre-task

training. The pre- and post- tests were specifically designed to test

visualisation, symmetry, 2D and 3D, and rotation and were adapted from

various ACER mathematical tests. All students completed a Likert-style

questionnaire and twenty students were randomly selected for interviews

at the end of the four week test period.

 

Students were assigned to pairs within the following four groups -

 

Group 1 - interactive CD-ROM program with no teacher interaction

Group 2 - traditional concrete media with no teacher interaction

Group 3 - traditional concrete media with teacher interaction

Group 4 - interactive CD-ROM program with teacher interaction

 

Students were video taped and audio tape recorded throughout the task

using a think aloud method.

 

RESULTS

The first set of results I will discuss are based on quantitative

analysis of pre-test and post-test scores, and the second set relates

to preliminary qualitative analyses of a combination of transcripts

gained from the 'talk aloud' method and the observable behaviours of

students recorded on video tape.

 

Firstly, analysis of the post-test means with the pre-test scores as a

covariate showed no significant difference and further analysis

comparing post-test results using the pre-test score as covariate for

total score; computer vs. concrete groups; interaction vs. non

interaction groups and specific aspects of spatial mathematics ie.

rotation, 2D, symmetry, hidden cubes and visualisaton; all showed no

significant difference.

 

Qualitative analysis of the video and audio tape recordings examines

planning strategies (metacognition), the types and quality of

interaction, and the processes and strategies used to complete the

task. (refer to Appendix 1 for details of coding structure)

 

The initial quantitative results lead me to question what these results

actually indicated and whether I could expect a significant change

within the learner on such a task? My response is 'yes' if the claims

I outlined earlier have any credence. Further in considering the task

the students undertook it could be argued that the IMM software

program may have required more mental, as opposed to physical, activity

to complete the task and that the IMM task environment was therefore

more effortful and so more encouraging of knowledge construction. For

example, the computer pairs had to consciously consider the rotation of

the tower in space throughout the construction phase whereas the

concrete groups tended to do this automatically without comment or

discussion. Similarly the computer pairs needed to consistently

recreate a side of the tower they could no longer see when it was

rotated whereas the concrete pairs could view parts or the whole tower

at any time with just a glance.

 

Therefore I conclude that based on this set of quantitative statistical

analysis the use of either this particular interactive multimedia or

the concrete construction environment appear to be equally effective

for problem-solving task described.

 

However, trends in the qualitative analysis reveal possible differences

in processes between the media environments. For example, interaction

has been coded 'high' or 'low'. 'Low' interaction between students

working in pairs is identified as simple statements and yes/no answers

whereas 'High' interaction involves elaboration and explanation of

concepts or instructions related to the task. In the interactive

multimedia environment students did verbally interact more, in fact

twice as often as the concrete groups, but 80% of the interaction has

been coded as 'low' whereas the concrete groups recorded 57% of the

interaction episodes as 'low'.

 

One explanation for the higher rate of interaction in the IMM groups

could be that it took them, on average, longer to complete the task.

Approximately 22 minutes whereas the concrete groups took around 12

minutes. Thus the IMM groups had more time to generate interaction,

however it does not adequately account for the difference in the amount

of low and high interaction taking place.

 

On examining the transcripts it can be seen that much of the

interaction related to process tasks, such as 'should I click on this

one' and 'how do I do that' whereas the concrete groups show little of

this type of interaction.

 

These trends in the level of interaction could be linked to an aspect

of the processes and strategies, namely 'identifying a problem' and

'solving a problem'. Interactive multimedia groups spent on average

47% of their process and strategy time identifying or solving problems

whereas concrete groups spent only 25% of time on the same task. I am

further endeavouring to establish the ratio of problems related

directly to the medium so I can hypothesise the degree to which the

interface of the interactive multimedia may have interfered in the

problem solving task.

 

Within the processes and strategies category, the interactive

multimedia groups tended to spend approximately 33% of their time on

monitoring and evaluating compared to the concrete groups' 20% average,

highlighting once again the extra effort the IMM groups were expending

to complete the same task.

 

One area which I have designated separately from the processes and

strategies category is that of rotation. Whilst it could be seen as a

process or strategy, I have found the results quite interesting and

felt that they needed to be considered in their own right. For

example, a snapshot of two pairs shows that the pair using the IMM

program undertook 102 rotations throughout the task whereas the pair

using the concrete media executed only 31 rotations (nb. this result is

an average coding result) . It would appear that in respect to this

particular problem-solving task the interactive medium requires the

users to consciously rotate the structure far more than the

concrete medium required, however this extra effort did not show any

significant effect in student's transfer on rotation questions in the

post-test results.

 

The trends based on preliminary analysis indicate a difference in

process between the two media. However, as to whether or not these

differences advantage or disadvantage the learner needs further

investigation.

 

CONCLUSIONS

Whilst the IMM and concrete construction environments appear to be

equally effective for this task based on the pre- and post-test

analysis there are indications that possible differences in process

occurred. Questions I am still to investigate are - to what extent do

these differences advantage or disadvantage the learner, and if there

are any disadvantages, are these disadvantages caused by the type or

quality of interaction the Interactive Multimedia environment, ie.

Working Mathematically : Space program, provides.

 

It is feasible to argue that other aspects of the IMM program may have

an advantage over traditional concrete media in developing student's

knowledge construction and transfer. For example the reflectional tool

may prove beneficial for visualistion concepts, however that was within

the scope of this particular body of research.

 

Of particular note, is the observable student reliance on the print

support materials I provided. These materials were consulted and

referred to repeatedly throughout the problem-solving task and as this

type of support is not available within the IMM software environment it

highlights the need to teachers to provide similar materials to enable

students to achieve a level of self-efficacy in problem-solving thereby

avoiding the need to repeatedly refer to the teacher for assistance and

guidance.

 

I also designed the activity in such a way that protected the students

from many of the problems and pitfalls they may have encountered when

using the IMM work environment. For example, I ensured the 'scale' was

pre-set to the optimal level so that the tower would fit within the

workspace without hitting boundaries or barriers thereby sparing

students another potential problem to solve which did not exist in the

concrete environment. By deliberately neutralising many features of

the program and interface I was not only able to ensure consistency

between groups but also avoided expanding the realm of potential

problems and difficulties which students normally will encounter within

the Working Mathematically : Space IMM environment.

 

Based on the observable actions, comments and post-task interviews with

students it is clear that many students would not have been able to

complete the problem-solving task successfully without this level of

support.

 

The findings, to date, tend to indicate that teachers need to consider

carefully how, when and why they use particulary the Working

Mathematically CD-ROM, as well as other interactive multimedia programs

within classroom environments. Teachers, I believe, need to examine

the type and quality of interaction that students will experience

throughout the process. Further I believe there is a need to question

the claims made by the developers and carefully examine any IMM package

prior to implementation within a classroom program to ensure that it

will, in fact, achieve the educational outcomes promised and desired

and if it can't and a teacher still wishes to implement the program

then they may need to plan for and provide appropriate support,

guidance and direction which will enable students to experience success

in their interactions within the chosen interactive multimedia environment.

 

 

BIBLIOGRAPHY

 

Ambron, Sueanne & Hooper, Kristine, Eds. (1988) Interactive

Multimedia : Visions of Multimedia for Developers, Educators and

Information Providers. Redmond, Washington : Microsoft Press

 

Anderson, John R. (1982) 'Acquisition of cognitive skills' in

Psychological Review 89, pp. 361-406

 

Anderson, John R (1983) The Architecture of Cognition. Cambridge, MA

: Harvard University Press

 

Broadband Services Expert Group (1995) Networking Australia's Future

: The Final Report of the Broadband Services Expert Group, December

1994. Canberra, ACT : Australian Government Publishing Service.

 

Chi, M.T.H. Glaser, R & Rees, E 91982) 'Expertise in Problem Solving'

in J.R. Anderson (Ed) Cognitive Skills and their Acquisition.

Hillsdale, NJ : Lawrence Erlbaum Associates, pp. 335-359

 

Clarke, Richard E. (1994) 'Media Will Never Influence Learning' in

Educational Technology Research and Development Vol. 4. No.2. pp.

21-29

 

Glaser, R. (1984) 'Education and Thinking : The Role of Knowledge' in

American Psychologist, Vol. 39, No.2 February 1984, pp.93-104

 

Kozma, Robert (1994) 'Will Media Influence Learning/ Reframing the

Debate' in Educational Technology Research and Development Vol. 4. No.

2 p.7

 

Olssen, K and Walsh, S (1996) Working Mathematically CD-ROM : Space

Support Book Carlton, Vic. Curriculum Corporation

 

Preece, Jenny & Davies, Gordon (1992) 'Multimedia : Some Promises,

Some Problems and Some Issues in Human-Systems Interaction' in

Proceedings of the Interanational Interactive Multimedia Symposium

Perth, Western Australia. pp. 259-268

 

Reynolds, Lynne & Ehrlich, Diane (1992) 'Multimedia in Industry and

Education: A Decision Model for Design in Proceedings of the

Interanational Interactive Multimedia Symposium Perth, Western

Australia. pp. 117-126

 

Rumelhart, D.E. & Norman, D.A. (1981) 'Analogical Processes in

Learning' in J.R. Anderson (Ed) Cognitive Skills and their Acquisition

Hillsdale, NJ : Lawrence Erlbaum Associates, pp. 335-359

 

Salomon, G et al (1979) Interaction of Media, Cognition and Learning.

San Francisco : Jossey Boss

 

Shuell, Thomas J (1988) 'The Role of the Student in Learning from

Instruction' in Contemporary Educational Psychology 13 pp.276-295

 

Shuell, Thomas J (1989) 'Towarding Evaluating Software According to

Principles of Learning and Teaching' in Journal of Educational

Computing Research Vol.5 (2) pp. 35-149

 

 

 

 

 

 

 

 

 

 

 

L.Arnold - Evaluating Contemporary Instructional Technologies : Effects

on Problem-Solving and Mathematical Processing.

2 12/4/97