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Computer Algebra and Dynamic Geometry in Mathematics Education
7-10 September, 2016 Targu Mures, Romania
CADGME
2016
The Effectiveness of Kinesthetic Approach in Developing Mathematical
Function Graphs Recognition and Understanding at University Level
Mohamed El-Demerdash1, 2
, Pedro Lealdino Filho1
, Christian Mercat1
1
Claude Bernard University, Lyon 1 (France), 2
Menoufia University (Egypt)
Outline
1. Introduction
2. The Development of Kinesthetic Digital Resources
3. The Development of Recognition Test
4. Method and Procedures
5. Results
6. Conclusion
2
Outline
1. Introduction
2. The Development of Kinesthetic Digital Resources
3. The Development of Recognition Test
4. Method and Procedures
5. Results
6. Conclusion
3
Introduction Main 3 Hypotheses
 Involving other senses, than the usual reading and listening, in learning
might lead to better learning, engagement and motivation of particular
subjects.
 The use of the kinesthetic approach would develop students recognition
and understanding of mathematical function graphs.
 Some students might need to use other senses as a preparation to
abstract and symbolic thinking at University and Undergraduate levels.
4
Outline
1. Introduction
2. The Development of Kinesthetic Digital Resources
3. The Development of Recognition Test
4. Method and Procedures
5. Results
6. Conclusion
5
The Development of Kinesthetic Digital Resources
6
The Development of Kinesthetic Digital Resources
7
The Development of Kinesthetic Digital Resources
 Microsoft Kinect Sensor.
 Unity 3D Development Kit.
 Microsoft Kinect Software Development Kit.
 CindyScript: A programing language associated with Cinderella (DGS).
 UDP (User Datagram Protocol).
8
Outline
1. Introduction
2. The Development of Kinesthetic Digital Resources
3. The Development of Recognition Test
4. Method and Procedures
5. Results
6. Conclusion
9
The Development of Recognition Test
10
Function Type No. of Items %
Constant function 2 10%
Linear function 2 10%
Quadratic function 2 10%
Cubic function 2 10%
Square root function 2 10%
Absolute value function 2 10%
Fractional function 2 10%
Trigonometric function 2 10%
Exponential function 2 10%
Logarithm function 2 10%
Sum 20
% 100%
Outline
1. Introduction
2. The Development of Kinesthetic Digital Resources
3. The Development of Recognition Test
4. Method and Procedures
5. Results
6. Conclusion
11
Method and Procedures
1. Subjects
 The setting for the experimental study was at CFAI Savoie Chamb辿ry.
 CFAI is a college training for careers in industry for young people, employees and
companies. It offers quality training to industrial companies.
 The enrollment of this college is approximately 280 students. The subjects of the
study were 51 students of the first year of Maintenance of Systems and Technical
Assistance engineers.
12
Method and Procedures
2. Experimental Design
 The pre-experimental one-group, pretest  intervention  posttest design was used
to investigate the effectiveness of the prepared kinesthetics digital materials in
enhancing the students recognitions of mathematical function graphs.
13
Method and Procedures
3. Before Intervention
 The researchers prepared two computers connected with two Microsoft Kinect
sensors in order to get kinesthetic feedback from the students. Cinderella and
Unity 3D Development Kit are also installed so that the software recognizes
students body gestures as input representations for mathematical function
graphs.
 The researchers met with the subjects of the study explaining to them the aims, the
nature of the study, what is required from them during the study (Starting from the
pretest, going through administering dancing as a Function Hero game, and
ending with the posttest) and what is expected from them by the end of the
experimentation.
14
Method and Procedures
4. Administering the Pretest
 The recognition pretest was administered to the study subjects as a pretest at the
beginning of the experimental study to assess their recognition of mathematical
function graphs. The subjects were informed that the duration of the pretest is ten
minutes.
15
Method and Procedures
5. Administering the Function Hero Game
 The class was divided into two groups of students according to their side in the
classroom (left or right). At first, as a warm up, two different sets of functions were
used and each group was subjected to a given set of functions. Each student got a
score according to his performance.
 Then the students edit the choreography and enter the functions of their choice.
16
Method and Procedures
5. Administering the Function Hero Game
 Students used their handheld calculators in order to propose functions to their
group. They tried to enter complicated functions that the other team would not
know or would not be able to perform. But it appeared to be complicated and
difficult to them as well, so most of them went back to propose simple functions.
 Afterwards, the first team perform their own choreography, then the second team
trying to get comparable scores. A comparison of the scores for the two teams
elected a winner team and an overall winner of the game. Small prices were then
distributed.
17
Method and Procedures
6. Administering the Posttest
 The recognition posttest was administered to the study subjects as a posttest at
the end of experimental study to assess their recognition of mathematical function
graphs after administering the Hero Function game. The subjects were also
informed that the duration of the pretest was ten minutes.
 We should have waited for the completion of the post-test before giving away the
prices because the students lost interest and were not eager to have their posttest.
18
Method and Procedures
7. Researchers Notes During the Experimentation
 As the subjects of this study are in a technical school, they are not particularly
interested in maths, but the playfulness of the activity proposed engaged them in
the action, even very weak students, usually very passive, tried to play and they all
enjoyed the game.
 The students have generally difficulties with abstraction, they are not used to
create mental representations. The challenge has stimulated their curiosity, they
explored new representations and they were happy to discover their algebraic
expressions, according to one of their teacher.
19
Method and Procedures
7. Researchers Notes During the Experimentation
 The subjects were not that interested in the posttest because they had their break
just one or two minutes before this test, they were in a hurry to go out. Then, they
confessed that they didnt actually care for their answers, hence the results of the
posttest didnt bring anything to the fore.
20
Outline
1. Introduction
2. The Development of Kinesthetic Digital Resources
3. The Development of Recognition Test
4. Method and Procedures
5. Results
6. Conclusion
21
Results
22
 The pretest and posttest approach proved of no use in our context: the measured
learning gain is significantly negative, not correlating with the observation of their
great engagement in the game and the good game scores that even weak students
got. The anticipation of the graph of the function has to be anticipated from its
algebraic expression in order to get such high scores.
 The pre posttest comparison doesnt prove this qualitative data we have collected.
Results
23
 Most elaborated functions were given by higher achieving students while lower
achieving students, were not concerned much with producing new algebraic
expressions but they were more concern in participating in the game and
performing the dance.
 A fourth result was the heavy use of hand-held calculators to propose
mathematical graphs that were then tested in the game.
Outline
1. Introduction
2. The Development of Kinesthetic Digital Resources
3. The Development of Recognition Test
4. Method and Procedures
5. Results
6. Conclusion
24
Conclusion
25
 The game was very engaging for students, pleased and motivated them to
represent and propose some mathematical function graphs.
 The results are not conclusive, the experimentation needs to be repeated
in a context where the didactical contract ensures motivation for the
post-test.
 New experimental protocol is being considered in order to answer the
research questions including recognition and understanding.
Thanks for Your Attention!
26

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The Effectiveness of Kinesthetic Approach in Developing Mathematical Function Graphs Recognition and Understanding at University Level

  • 1. Computer Algebra and Dynamic Geometry in Mathematics Education 7-10 September, 2016 Targu Mures, Romania CADGME 2016 The Effectiveness of Kinesthetic Approach in Developing Mathematical Function Graphs Recognition and Understanding at University Level Mohamed El-Demerdash1, 2 , Pedro Lealdino Filho1 , Christian Mercat1 1 Claude Bernard University, Lyon 1 (France), 2 Menoufia University (Egypt)
  • 2. Outline 1. Introduction 2. The Development of Kinesthetic Digital Resources 3. The Development of Recognition Test 4. Method and Procedures 5. Results 6. Conclusion 2
  • 3. Outline 1. Introduction 2. The Development of Kinesthetic Digital Resources 3. The Development of Recognition Test 4. Method and Procedures 5. Results 6. Conclusion 3
  • 4. Introduction Main 3 Hypotheses Involving other senses, than the usual reading and listening, in learning might lead to better learning, engagement and motivation of particular subjects. The use of the kinesthetic approach would develop students recognition and understanding of mathematical function graphs. Some students might need to use other senses as a preparation to abstract and symbolic thinking at University and Undergraduate levels. 4
  • 5. Outline 1. Introduction 2. The Development of Kinesthetic Digital Resources 3. The Development of Recognition Test 4. Method and Procedures 5. Results 6. Conclusion 5
  • 6. The Development of Kinesthetic Digital Resources 6
  • 7. The Development of Kinesthetic Digital Resources 7
  • 8. The Development of Kinesthetic Digital Resources Microsoft Kinect Sensor. Unity 3D Development Kit. Microsoft Kinect Software Development Kit. CindyScript: A programing language associated with Cinderella (DGS). UDP (User Datagram Protocol). 8
  • 9. Outline 1. Introduction 2. The Development of Kinesthetic Digital Resources 3. The Development of Recognition Test 4. Method and Procedures 5. Results 6. Conclusion 9
  • 10. The Development of Recognition Test 10 Function Type No. of Items % Constant function 2 10% Linear function 2 10% Quadratic function 2 10% Cubic function 2 10% Square root function 2 10% Absolute value function 2 10% Fractional function 2 10% Trigonometric function 2 10% Exponential function 2 10% Logarithm function 2 10% Sum 20 % 100%
  • 11. Outline 1. Introduction 2. The Development of Kinesthetic Digital Resources 3. The Development of Recognition Test 4. Method and Procedures 5. Results 6. Conclusion 11
  • 12. Method and Procedures 1. Subjects The setting for the experimental study was at CFAI Savoie Chamb辿ry. CFAI is a college training for careers in industry for young people, employees and companies. It offers quality training to industrial companies. The enrollment of this college is approximately 280 students. The subjects of the study were 51 students of the first year of Maintenance of Systems and Technical Assistance engineers. 12
  • 13. Method and Procedures 2. Experimental Design The pre-experimental one-group, pretest intervention posttest design was used to investigate the effectiveness of the prepared kinesthetics digital materials in enhancing the students recognitions of mathematical function graphs. 13
  • 14. Method and Procedures 3. Before Intervention The researchers prepared two computers connected with two Microsoft Kinect sensors in order to get kinesthetic feedback from the students. Cinderella and Unity 3D Development Kit are also installed so that the software recognizes students body gestures as input representations for mathematical function graphs. The researchers met with the subjects of the study explaining to them the aims, the nature of the study, what is required from them during the study (Starting from the pretest, going through administering dancing as a Function Hero game, and ending with the posttest) and what is expected from them by the end of the experimentation. 14
  • 15. Method and Procedures 4. Administering the Pretest The recognition pretest was administered to the study subjects as a pretest at the beginning of the experimental study to assess their recognition of mathematical function graphs. The subjects were informed that the duration of the pretest is ten minutes. 15
  • 16. Method and Procedures 5. Administering the Function Hero Game The class was divided into two groups of students according to their side in the classroom (left or right). At first, as a warm up, two different sets of functions were used and each group was subjected to a given set of functions. Each student got a score according to his performance. Then the students edit the choreography and enter the functions of their choice. 16
  • 17. Method and Procedures 5. Administering the Function Hero Game Students used their handheld calculators in order to propose functions to their group. They tried to enter complicated functions that the other team would not know or would not be able to perform. But it appeared to be complicated and difficult to them as well, so most of them went back to propose simple functions. Afterwards, the first team perform their own choreography, then the second team trying to get comparable scores. A comparison of the scores for the two teams elected a winner team and an overall winner of the game. Small prices were then distributed. 17
  • 18. Method and Procedures 6. Administering the Posttest The recognition posttest was administered to the study subjects as a posttest at the end of experimental study to assess their recognition of mathematical function graphs after administering the Hero Function game. The subjects were also informed that the duration of the pretest was ten minutes. We should have waited for the completion of the post-test before giving away the prices because the students lost interest and were not eager to have their posttest. 18
  • 19. Method and Procedures 7. Researchers Notes During the Experimentation As the subjects of this study are in a technical school, they are not particularly interested in maths, but the playfulness of the activity proposed engaged them in the action, even very weak students, usually very passive, tried to play and they all enjoyed the game. The students have generally difficulties with abstraction, they are not used to create mental representations. The challenge has stimulated their curiosity, they explored new representations and they were happy to discover their algebraic expressions, according to one of their teacher. 19
  • 20. Method and Procedures 7. Researchers Notes During the Experimentation The subjects were not that interested in the posttest because they had their break just one or two minutes before this test, they were in a hurry to go out. Then, they confessed that they didnt actually care for their answers, hence the results of the posttest didnt bring anything to the fore. 20
  • 21. Outline 1. Introduction 2. The Development of Kinesthetic Digital Resources 3. The Development of Recognition Test 4. Method and Procedures 5. Results 6. Conclusion 21
  • 22. Results 22 The pretest and posttest approach proved of no use in our context: the measured learning gain is significantly negative, not correlating with the observation of their great engagement in the game and the good game scores that even weak students got. The anticipation of the graph of the function has to be anticipated from its algebraic expression in order to get such high scores. The pre posttest comparison doesnt prove this qualitative data we have collected.
  • 23. Results 23 Most elaborated functions were given by higher achieving students while lower achieving students, were not concerned much with producing new algebraic expressions but they were more concern in participating in the game and performing the dance. A fourth result was the heavy use of hand-held calculators to propose mathematical graphs that were then tested in the game.
  • 24. Outline 1. Introduction 2. The Development of Kinesthetic Digital Resources 3. The Development of Recognition Test 4. Method and Procedures 5. Results 6. Conclusion 24
  • 25. Conclusion 25 The game was very engaging for students, pleased and motivated them to represent and propose some mathematical function graphs. The results are not conclusive, the experimentation needs to be repeated in a context where the didactical contract ensures motivation for the post-test. New experimental protocol is being considered in order to answer the research questions including recognition and understanding.
  • 26. Thanks for Your Attention! 26