Thursday, May 22, 2014

More than Just Fun and Games: Using Apps for STEM Learning

By: Elisa Farrell, Guest Blogger, SMU Undergrad

Dr. Candace Walkington, math education professor at Southern Methodist University, teaches a course on STEM integration for pre-service elementary teachers. As part of the class, her students author a series of blogs where they discuss issues related to the integration of science, technology, engineering, and mathematics in elementary school. In this set of blogs, her students were discussing how they can use educational “apps” that are related to STEM in their classroom, focusing particularly on math. They were encouraged to take a critical stance towards the use of apps and to give clear guidelines for how teachers can find and evaluate high-quality apps for math learning.

How much time did you spend watching TV when you were in elementary school? When did you first get a cell-phone? My personal technology milestones were a laptop in eighth grade, a cellphone as a high school freshman, a smartphone as a college first-year, an e-reader as a college sophomore, and a tablet as a college junior. The following chart shows that in 2009, the average age for receiving a personal mobile phone was 9.7. That’s fourth or fifth grade!


Technology is becoming increasingly prevalent in today’s society. As Collins & Halverson (2009) point out in their book Rethinking Education in the Age of Technology, “the world is changing and we will need to adapt schooling to prepare students for the changing world they are entering” (p. 9). The following graph shows the time spent per week on certain media and devices by age, including video games, computers, tablets, e-readers, mobile phones, and more.

You can see that in 2010, at least one-fifth of children ages four to five are using media for 5-9 hours per week. Using the waking hours per day as the maximum of 12 (Pantley, 2009) for a total of 84 waking hours in a week, 9 hours of media is 10% of waking hours. That’s a large chunk of time in front of screen. As I mentioned in my earlier blog post about the use of technology in education, I am highly in favor of its proper integration. Collins & Halverson (2009) also point out that “technology gives us enhanced capabilities for educating learners” (p. 9). One of the best examples of this enhanced capability incorporated into an educational setting is mobile applications, or apps. A research study funded by Nickelodeon found that gaming is the primary use of electronic devices, where “96% of kids say they use their computer for gaming, compared to 88% on the tablet and 86% on the smartphone” (2013).

Educational apps combine the natural inclination of children to enjoy games with the new technology and media that has become ubiquitous to our daily lives. In our course on Integrated STEM Studies through the education department, we had the chance to test several STEM apps, specifically focusing on math apps. Here are some of my favorites from class and from my own personal exploration:

Pizza! by Motion Math
This app combines a favorite childhood food with business decision-making to teach children important math skills. For example, they learn division by calculating the unit price for ingredients to make sure they’re getting the best deal. Multiplication and addition are used to find the total bill of a customer’s order, and rapid computation is necessary to keep customers satisfied and sales high. In later rounds, pricing decisions require number comparison – is the cost of producing pizzas offset by the money customers will pay? How much is too much to charge for the oft-requested “Sardine Special?” Finally, students must keep track of ingredient inventory to maximize sales and avoid the angry speech bubbles, “You ran out of pineapple!” From my criteria for what makes a good app this app pretty much fulfills them all.

Hungry Fish by Motion Math
In this game, children feed number bubbles to an insatiable fish. The easiest level is simply number recognition and matching – if the fish says “1” then the correct bubble is that which also says “1.” In higher levels, bubbles must be combined, adding or subtracting them to create the appropriate feeding value. This game is simpler in concept than Pizza! but still highly engaging, at least in my personal experience. I had the opportunity to observe a group of second-grade students play this app together in my field experience.

Overall, using educational apps can help make learning fun and provide good individual or small-group reinforcement activities. However, since most are formatted as games, the STEM skills and knowledge must be central to success in the game or it is just a game with numbers. I saw Hungry Fish being used in a second grade classroom without teacher supervision, and the student in charge of combining bubbles was simply dragging adjacent bubbles together without trying to reach the correct number to feed the fish. It is important to remember with education apps that education needs to be the focus, not the app. In addition, as whenever technology is used, there are concerns about sharing and taking turns, theft or other damage, and if the technology is functional when it’s needed.

Educationally, apps need to be standards-based, STEM focused (for this blog), and challenging but not frustrating.

Standards-based apps are preferable, since they pull their goal concepts and skills from an already created and approved list. For example, Hungry Fish, the bubble-eating game I mentioned earlier, includes a list of the Common Core Standards addressed in the game on the company’s website.

Without a basis in standards, apps may help students practice math or other STEM skills, but fall short of helping them stay on track with the actual curriculum. The curriculum and standards are developed to provide a framework of logically sequenced knowledge and skills acquisition, and following them creates a uniform education system across the state (and the nation).

STEM focused apps use STEM concepts and processes as part of the core mechanics of app, not a side benefit. For example, in Pizza! , math knowledge and skills are necessary for success. In contrast, Hungry Fish could simply be an amusing way to combine bubbles and see numbers change.

Finally, apps need to be educationally challenging, but not frustrating. Vygotsky’s Zone of Proximal Development posits that students learn best when they are working in the area where they need guidance but can still accomplish a task. This is illustrated as the middle circle in the diagram.

Even though you use your own criteria to evaluate apps yourself, some of the work has already been done for you. My favorite place to look for app suggestions is on websites that focus on reviewing media and apps. Here’s a list of a couple that focus specifically on apps for children, and some that even focus in on educational apps for children as reviewed by parents and teachers.
  • Children’s Technology Review's goal is “to provide objective reviews of children’s interactive media products,” and there are many apps reviewed. However, the search feature not as polished as some of the other sites.
  • Appysmarts finds the “best apps for young brains.” You may need to create an account to access some features of this site.
  • Common Sense Media: “We rate, educate, and advocate for kids, families, and schools.”
  • Graphite is “a platform we created to make it easier for educators to find the best apps, games, and websites for the classroom” (by Common Sense Media).
Overall, educational apps can be highly useful for extending already-popular technology and gaming into the classroom. Educators should be careful to keep learning goals in mind when choosing apps, and can make use of some of the above resources when choosing apps for the classroom.

Wednesday, April 30, 2014

An 'App'etite for STEM Education

By Nate White, Guest Blogger, SMU Undergrad

Dr. Candace Walkington, math education professor at Southern Methodist University, teaches a course on STEM integration for pre-service elementary teachers. As part of the class, her students author a series of blogs where they discuss issues related to the integration of science, technology, engineering, and mathematics in elementary school. In this set of blogs, her students were discussing how they can use educational “apps” that are related to STEM in their classroom, focusing particularly on math. They were encouraged to take a critical stance towards the use of apps and to give clear guidelines for how teachers can find and evaluate high-quality apps for math learning.

There is a multitude of iPad applications, or "apps," out there for elementary education that can be utilized effectively in the classroom. There are nearly 100 new "education apps" added to the Apple App Store every day! Therefore, the number of educational applications is so broad that it encompasses both "good" and "bad" apps. When looking at science, engineering and mathematics, there is quite a variety in apps out there, even free ones! Let's look at some examples of free apps in the mentioned STEM subjects, with a focus on mathematics.

Engineering: Pettson's Inventions
This app balances fun and entertainment beautifully. Basically, there are numerous different scenarios (like the one in the photograph below) where the player must design and build some solution to an engineering problem. You are provided objects on the left side of the screen to drag over to the incomplete engineering design on the right, and each "part" is only used once in a specific manner (see the picture at left). It may not even seem like you are learning engineering problem solving skills when playing this game, but the game requires so much creativity, analysis and trial-and-error that you will develop engineering skills. This app seems appropriate for both younger and older elementary students. A couple plausible weaknesses of this app is the lack of engineering vocabulary, as well the lack of support or directions in difficult problems in particular, which could deter some students from persevering to solve the problem.

Science: Bill Nye The Science Guy
This science app is engaging and versatile. There are several different content areas within the app, which the user can choose to pursue. You can explore out solar system and learn about each planet (as seen in the picture below where you have missions to go to each planet and take pictures, place satellites and learn several interesting facts); you can learn about geology (layers of the Earth); or you can even learn about optical illusions. All of these topics are taught by interactive games with informative narration by Bill Nye himself! This app also includes video episodes (which you must purchase) and science experiments with elaborate directions. While this app is very engaging and informative, it could pose problems for English Language Learners because of the app's reliance on (English) narration.

Mathematics: Oh No Fractions! 
This app is composed of various fraction problems in which you must manipulate a visual representation in order to show the answer of the given problem (as seen in the picture at left). You can choose between addition, subtraction, multiplication, division and compare problems, all of which exclusively use fractions. This game is simple and explicitly educational without too much "fun and games," but I think it is a good tool for students in upper level elementary to practice manipulating fractions.

Math Champ
This app is categorized by grade and difficulty (grades 4-7 and five levels of difficulty). The app s free, however, it requires you to buy the uprated version to access the majority of its content. As for the elementary grades (4th and 5th) in the app, there are questions about geometry, fractions, decimals, multiplications etc. All of the questions are multiple choice (as you can see in the picture). The app does a good job of keeping it educational while adding a fun and engaging design. For example, you can unlock alien characters to play as.

Sushi Monster This is perhaps my personal favorite because of how challenging and fun the app is. This app assesses addition and multiplication of positive integers from zero up to the thousands place. First, you choose either addition or multiplication, and then pick a level of difficulty (1-5). In each level there is a different monster who is inside of a circular sushi bar. The sushi chef places several dishes of sushi, each with a number on it, and the monster will have a number on him. The goal is to add or multiply the correct sushi dishes to equal the number on the monster, and you do this by dragging the desired sushi from the outer sushi bar to the monster sitting at the center. You accumulate points and strive for a low time of finishing each stage. It is engaging because of the focus it requires due to the fast paced nature of the game, plus the fact that there is fun Japanese music playing while a monster is eating sushi you serve.

Lobster Diver The last math app I will discuss is a number line game where you play as a scuba diver who is fishing for lobsters. At the bottom of the screen there is a sea floor with a number line on it (which could be counting numbers, negative numbers, fractions, etc.). Each level is timed and you are told the point on the number line where you must dive to get the lobster, however, most of the number line is not marked, so the user must be able to count and decipher the number line in order to dive at the right place. In addition, there are eels constantly swimming by that you must avoid. I love this game because it provides the positives of a recreational game (e.g. eels and interactive scuba diver) yet challenges the player to understand a number line and thus correctly compare fractions and negative numbers. This could be a great app in the classroom.

Strengths and Weaknesses Because of the highly diverse array of apps in the STEM subjects, there are strength and weaknesses to different types of apps. Apps like Oh No Fractions! and Math Champ do not offer anything exclusive to technology, i.e., those problems can be done on the board or on a piece of paper in class, so you can definitely make a case for unnecessarily using technology in those examples. They do, however, enable students to test they knowledge of a wide variety and quantity of math problems efficiently. Games like Lobster Diver risk students doing poorly on the app, not because of their math skills/knowledge, but because of their lack of game playing skills, such as not avoiding the eel and losing all three of his/her lives thus having to start over. Math games like Sushi Monster are great for gifted students because you can always get faster and faster at the game and work with big numbers in the higher levels.

Criteria for Evaluating STEM Apps
As mentioned earlier, because of the quantity of education apps in existence currently as well as those being created everyday, there are plenty of STEM apps that are a waste of money and class time even if they are free. So how does an elementary school teacher evaluate whether or not he/she should purchase/download an app for STEM learning in the classroom? There are several variables that go into this, not to mention the context of the school (such as kids coming to school from impoverished homes where technology is a rarity). But generally speaking, there is certainly some criteria that should be used when evaluating apps.

Educational Technology and Mobile Learning offers some insight as well as rubrics and evaluation questionnaires for iPad educational apps. One example of a rubric I found to be quite effective is seen in the following figure:

I love how this rubric weighs things like engagement, levels of difficulty, various modes of play, and randomly presented content because it is important for students to want to play an app as well as be able to replay it without easily mastering it. As seen in this rubric, it is important to ask yourself if an app meets the students' needs and is aligned to your state standards. At the end of the day, your class time should be used to further your students knowledge to meet, if not exceed, state standards (TEKS, Common Core Standards e.g.). It is easy to find an extremely creative and engaging app with some educational ties and instinctively have your students play it, but careful analysis must take place where the teacher looks for concrete content in the app that assesses or instructs standards-based content. Other practical things should be considered as well, such as the availability of technology to use the app, the presence and extent of feedback given by the app to students. Cost is another factor, which is rather obvious in my opinion: A mediocre or even good app is not worth speeding money when there are so many great apps out there for free!

Another resource teachers can use to find ideas for free mathematics apps is found at TCEA.

More STEM apps for elementary are listed here at Imagination Soup.

Teachers should not rely on the Apple App Store ratings, or even comments, for evaluating and finding apps. It is wise to speak with other teachers, especially trying their apps out. Additionally, simply searching Google for Elementary iPad apps in whatever subject or specific content can provide good results as long as you carefully consider the given pros and cons.

Thursday, April 24, 2014

Subitizing and Decomposing Numbers for Early Math

By Dr. Deni Basaraba and Cassandra Hatfield, 
RME Assessment Coordinators

In 2013, the National Center for Education Evaluation and Regional Assistance (NCEE), in partnership with the Institute of Education Science (IES) released an educator’s practice guide focused on Teaching Math to Young Children. The intent of this Guide (and all similar Practice Guides) is to provide educators with evidence-based practices they can incorporate into their own instruction to support students in their classrooms. In this ongoing blog series we will focus on specific recommendations put forth in the Practice Guide Teaching Math to Young Children and provide practical suggestions for incorporating these recommendations into your classroom instruction.

Recommendation 1 in this Practice Guide is to teach number and operations using a developmental progression. Using and understanding a developmental progression for number serves as the foundation for later mathematics skill development. As noted in the work documenting the development of learning trajectories for mathematics (Clements & Sarama, 2004; Daro, Mosher, & Corcoran, 2011) as well as in our own work in the development of diagnostic assessments using learning progressions, developmental progressions can provide teachers with valuable information regarding students’ knowledge and skill development by providing a “road map for developmentally appropriate instruction for learning different skills” (Frye et al., 2013).

Specifically, the research recommends that teachers first provide students with multiple opportunities to practice subitizing, or recognizing the total number of objects in a small set and labeling them with a number name without needing to count them. According to Clements (1999), two types of subitizing exist:
  • Perceptual subitizing: The ability to recognize a number without using other mathematical processes (e.g., counting).
  • Conceptual subitizing: The ability to recognize numbers and number patterns as units of units (e.g., viewing the number eight as “two groups of four”).
The role of subitizing as it relates to numeracy (Kroesbergen et al., 2009) and procedural calculation (Fuchs et al., 2010) has been documented in the literature. Kroesbergen et al., (2009), for example, not only found that subitzing was moderately correlated to the early numeracy skills of kindergarten students, but that it also explained 22% of the overall variance observed n counting skills and 4% of the variance in early numeracy skills after controlling for language and intelligence. Moreover, research also indicates that instruction designed using a developmental progression can support students’ ability to subitize (Clements & Sarama, 2007), as evidenced by relatively large gains in the pretest to posttest gain scores observed for students receiving this type of instruction compared to a “business as usual” comparison condition.

To support students with subitizing and decomposing numbers, flash images of arrangements of dots visually for students for about 3 seconds. Then give students an opportunity to share what they saw. Over time, student’s verbal descriptions can transition to writing equations. For younger children, subitizing may be fast and efficient only when the number of objects is less than four (Sarama & Clements, 2009); numbers larger than this may require decomposition into smaller parts.. For students learning multiplication arrangements of multiple groups of dots can be shown to support visualizing equal groups.

How do you see this image?
5 and 5, minus 1 
4 and 4, plus 1 
2 and 2, doubled, plus 1 
2 groups of 4, plus 1

Print these dot cards or 10 frame cards on cardstock and put them on a ring. They can be used in various ways:
  1. Hang them in places throughout the hallway of your school. Working on subitizing is a great way to keep students engaged during transition times.
  2. Place them as a center for partners to flash the images and ask “How many?”
  3. Independent think time: Students can be given an arrangement and write all the different ways they see the arrangement.
  4. Warm-up activity to get students thinking prior to small group instruction
Hyperlink for dot cards: http://www.k-5mathteachingresources.com/support-files/dotcards1-12.pdf

Link for 10 frame cards: http://www.k-5mathteachingresources.com/support-files/large10frames1-10.pdf

References

Clements, D. H. (1999). Subitizing: What is it? Why teach it? Teaching Children Mathematics, 5, 400-405.

Clements, D. H., & Sarama, J. (2004). Learning trajectories in mathematics education. Mathematical thinking and learning, 6, 81-89.

Clements, D. H., & Sarama, J. (2007). Effects of a preschool mathematics curriculum: Summative research on the Building Blocks project. Journal for Research in Mathematics Education, 38, 136-173.

Daro, P., Mosher, F. A., & Corcoran, T. (2011). Learning trajectories in mathematics: A foundation for standards, curriculum, assessment, and instruction. (CPRE RR-68). New York, NY: Center on Continuous Instructional Improvement.

Frye, D., Baroody, A. J., Burchinal, M., Carver, S. M., Jordan, N. C., & McDowell, J. (2013). Teaching mathematics to young children: A practice guide (NCEE 2014-4005). Washington, DC: National Center for Education Evaluation and Regional Assistance (NCEE), Institute of Education Sciences, U.S. Department of Education Sciences. Retrieved from the NCEE website: http://whatworks.ed.gov.

Fuchs, L. S., Geary, D. C., Compton, D. L., Fuchs, D., Hamlett, C. L., Seethaler, P. M., Bryant, J. D., & Schatschneider, C. (2010). Do different types of school mathematics development depend on different constellations of numerical versus general cognitive abilities? Developmental Psychology, 46, 1731-1746.

Krosebergen, E. H., Van Luit, J. E. H., Van Lieshout, E. C. D. M, Van Loosbroek, E., & Van de Rijt, B. A. M. (2009). Individual differences in early numeracy: The role of executive functions and subitizing. Journal of Psychoeducational Assessment, 27, 226-236.

Sarama, J., & Clements, D. H. (2009). Early childhood mathematics education research: Learning trajectories for young children. New York, NY: Routledge.