Using a Drill & Practice game to facilitate reflective discussion.
Context
Stacey is a year 4 (age 9) teacher in a primary school in inner London. She teaches her class all subjects apart from music and ICT. She is especially fond of Mathematics, and tries to encourage what she calls "mathematical talk". She is eager to integrate new tools in her teaching and is willing to experiment together with her students. She does not have any advanced training in Maths education and educational technologies.
To engage students in debate about mathematical claims.
Details
Stacey is a
teacher in a primary school in inner London. This vignette starts with
an observation of a way she had devised for using on-line drill &
practice games to facilitate mathematical discussion. Drill & Practice
games are usually regarded as having very little educational merit.
Nevertheless, they dominate the ‘educational game’ market in terms
of availability. This is probably due to several factors:
A ‘folk perception’
of learning, which leans towards behaviourism.
Simplicity of design
– the flow of a D&P game is strictly linear. The player has little
control over the sequencing of the game, and thus cannot initiate unexpected
branching.
Lack of mathematical
depth – building mathematical ideas into the core structure of a game
is a hard problem. It is much easier to overlay a synthetic mathematical
layer over an existing game structure. Such a layer needs to be shallow,
and thus can hardly go beyond drilling of factual or technical knowledge.
Yet, with careful
attention to the design of the situation in which such games are used,
they can be leveraged to provoke reflection and argumentation, and support
important meta-cognitive skills.
In the autumn
of 2005 Stacey had an electronic whiteboard installed in her class.
At first she experimented with the class in various uses of the board,
and with time integrated it deeply into her daily practice. One of the
uses she had developed was to play on-line games in whole class settings.
Usually, this was done at the end of the session, when she had a few
minutes to fill and did not find it useful to introduce a new topic.
Stacey uses
a simple on-line game with a quiz-style structure, such as Mathionaire1 and displays it on
the whiteboard. Students raise their hands to answer the questions that
the game presents. After Stacey chooses a student and he or she responds,
the rest of the class is given a chance to object to the answer. If
no hands are raised, she enters the response into the game interface,
and proceeds to the next question. However, if some students raise their
hands to object, Stacey selects one and facilitates a discussion between
her and the original responder. After the students argue for their solutions,
Stacey lets the class vote between them and enters the majority solution
into the software. Thus, Stacey had embedded a rigid, shallow and individualistic
on-line game in a flexible, dynamic and social game of her own. To distinguish
between the two, we will call the former 'the quiz' and the later 'the
game'.
In an unstructured
interview, Stacey explained that the initial motivation for this game
came from the frequent need to fill in dead time at the end of a session,
when a topic had been exhausted or the students saturated. However,
her interest in what she calls ‘mathematical talk’ led her to this
structure, which emphasizes discussion over plain drill. Her intuitive
concept of ‘mathematical talk’ is akin to the notions of socio-mathematical
norms (Yakel & Cobb, 1995) and argumentation (Schwarz et al, 2002).
The value of
such a game as a learning tool relies heavily on the teacher's sensitivity
of the teacher to manage the whole class situation, and not simply to
allow the most vociferous children to control the debate. It also relies
on her ability to scaffold the students' argumentation and promote positive
norms. Given these conditions, we see several virtues in this design.
Using the quiz provides the teacher with a ready-made set of questions
to provoke discussion, preparing such a set to have at hand would be
infeasible for many teacher, simply due to time pressures.
Using the
quiz mechanism to display questions frees the teacher from technical
duties and allows her to focus on the students – both as individuals
and as a group.
Driving the flow and speed of the game by students'
objections allows her to monitor the class's ability and difficulties.
Rather than assuming which questions are simple, she lets the class
decide and move on quickly to the next.
Having the software judge the
answers dissolves the class power structure and eliminates tensions;
it is not the teacher who found you wrong.
The different roles in the
game (responder, objector, voter) allows students to engage at the level
of participation they are comfortable with, so that even peripheral
participants are intent and focused on the discussion.
The list could
go on, and each one of these comments deserves elaboration. This small
example is emblematic of good practice in many ways. Yet the short interview
that we conducted indicated that Stacey did not deliberately weave all
these features into the design the game. In fact, she is probably not
aware of most of the educational theories we would bring to bear on
our analysis. Stacey did what most good teachers do – as indeed do
most experts in their field of expertise: she applied her intuitions
to make the most of the resources at hand. These intuitions are a product
of years of experience in tackling similar problems and carefully monitoring
her successes and failures. Needless to say, if a teacher would share
such a game with another, she would convey the details, quite likely
as a narrative, without making explicit the generalizable principles.
A learning pattern could serve two purposes. It could illuminate a valuable
consideration in the game design in a way that can be transferable to
other, similar, situations. In doing so it can improve Stacey's practice
by making her aware to the theoretical considerations emerging from
her design, and it would allow her to share this design with her colleagues
in the most efficient way.
References
Erna Yackel and Paul Cobb (1995).
Classroom Sociomathematical Norms and Intellectual Autonomy
.
Nineteenth International Conference for the Psychology of Mathematics Education,
264--271,
Program Committee of the 19th PME Conference,
Recife, Brazil.