Teaching with technology: iPads and primary mathematics.
Attard, Catherine
Although they were not originally intended for use in classrooms,
iPads and similar mobile devices are being purchased by schools all
around Australia in the hope they will enhance the education experiences
of our students. The need to integrate technology is now an essential
aspect of Australian classrooms, with current curriculum documents
expressing explicit expectations that ICTs are integrated into the
teaching and learning of mathematics (Australian Curriculum Assessment
and Reporting Authority, 2012; Board of Studies New South Wales, 2012).
Literature around teaching practice and the use of ICT suggest the
implementation of new technologies has potentially changed teaching and
learning radically, providing opportunities for a shift of focus from
the mechanics of action to a more problem-solving based approach
(Resnick, 2006)
The introduction of iPads as teaching and learning tools can also
potentially remove some of the existing barriers to successful ICT
integration (issues with accessibility and technical support), with many
also believing the devices have the potential to address a disparity
between the way young people use digital media outside school, and the
ways in which digital media are used within the classroom (Henderson,
2011; Selwyn, Potter, & Cranmer, 2009). This disparity is described
by Selwyn et al. as a 'digital disconnect' between schools and
learners. The distinct affordances offered by iPads when compared to the
use of laptop and desktop computers include their affordability and
ubiquitous access, mobility, ease of use, opportunities for more
flexible learning spaces and more opportunities for students to author
their own work rather than simply consuming the work of others (Ireland
& Woollerton, 2010; Kiger, Herro, & Prunty, 2012; Melhuish &
Fallon, 2010).
So we know iPads have the potential to enhance teaching and
learning, but how should teachers be using them to teach primary
mathematics? In two recent studies (Attard, 2013; Attard & Curry,
2012), teachers found it more challenging to use iPads in interesting
ways when teaching mathematics, in contrast to their use in other
subjects. Often teachers tend to rely on applications (apps) that are
specifically designed for mathematics, but focus on a drill and practice
approach that simply replaces the repetition of a standard worksheet or
textbook page with some added animation and colour. Sometimes the apps
that are used in mathematics lessons are based on games, with little or
no opportunity for students to develop their problem solving skills or
being able to reflect on their learning.
Planning considerations
There are several things to think about when considering the
integration of iPads into teaching and learning mathematics. The
following is a brief list:
* What specifically do you want students to learn (content and/or
proficiencies)?
* What types of activities/tasks help students learn this content?
(Don't forget the importance of including concrete materials.)
* What function of the iPad could you utilise to enhance teaching
and learning? (If the iPad does not add anything to the lesson, then
perhaps reconsider using it.)
* How will you integrate the iPad into the lesson structure? Will
the lesson begin with a whole class demonstration using projection onto
an interactive whiteboard?
* How many iPads will you need? (This often depends on how many you
have available.)
* Should each child have a device, or is it better for students to
share a device? (Sharing promotes reasoning and supports the development
of mathematical language.)
* How will the students be grouped?
* Will all students be engaged in exactly the same task using the
iPads, or will there be a range of tasks that address the same
mathematical content?
* How will you know if students are engaging with the mathematics
of the lesson? (Sometimes iPads can be distracting.)
* How will you collect evidence of student learning?
Two tasks to try
The Geometry Treasure Hunt (Figure 1) is an example of an
interesting and engaging use of iPads to assess students'
understanding of two-dimensional shapes. The task incorporates the
built-in camera and photo apps as well as the free, Explain Everything
app that allows students to annotate photographs and capture their audio
explanations. Students' work can be replayed as a short video and
shared via an interactive whiteboard. The advantage of this task is that
it allows students to access the proficiency strands of Understanding
and Reasoning and is open-ended enough to allow the majority of students
the opportunity to achieve success. The task is also engaging as it is
highly operative, includes cognitive challenge, and makes links to
mathematics beyond the classroom.
Temple Run is a free game app that keeps a record of achievements
(Figure 2) and also allows players to purchase upgrades and utilities
using coins collected from each game played (Figure 3). This game
provides many opportunities to 'play' with numbers and build
Fluency, and is an excellent lesson starter to tune students in to
thinking about mathematics. The use of a game, and the use of numbers
that have been generated by the students make this an engaging platform
for some rich mathematical thinking. The following are a few suggested
ideas that can be used with the Temple Run app (beginning with students
playing one game at the beginning of a lesson to generate some scores):
* Order the scores within your group from lowest to highest.
* Write out your score in words.
* Write out your score using expanded notation
* Calculate your group's mean score.
* Add the total scores in your group.
* Round your score to the nearest ten/ hundred/thousand.
* Is your score an even number or an odd number?
* Is your score a multiple of 3/4/6/8?
* Who ran the furthest distance in your group?
* What is the total distance your group ran?
* Convert your total distance to kilometres/ centimetres.
* Investigate how many times you would need to run around the
perimeter of your school playground if you had to run the distance of
your group's total. The class total?
* What can you buy with the coins you have saved?
* How many more coins do you need to make a purchase?
[FIGURE 2 OMITTED]
[FIGURE 3 OMITTED]
There are many more creative ideas for using apps such as Temple
Run and Explain Everything and other non-mathematics based apps to
provide mathematics tasks that have purpose and incorporate appropriate
challenge for students. In future issues of Australian Primary
Mathematics Classroom we will continue to share other creative uses of
iPads to teach and learn mathematics.
References
Attard, C. (2013). Introducing iPads into Primary Mathematics
Pedagogies: An Exploration of Two Teachers' Experiences. Paper
presented at the Mathematics education: Yesterday, today and tomorrow
(Proceedings of the 36th Annual conference of the Mathematics Education
Research Group of Australasia), Melbourne.
Attard, C. & Curry, C. (2012) Exploring the use of iPads to
engage young students with mathematics. In J. Dindyal, L.P. Cheng &
S. F. Ng (Eds), Mathematics education: Expanding horizons (Proceedings
of the 35th annual conference of the Mathematics Education Research
Group of Australasia). Singapore: MERGA
Australian Curriculum Assessment and Reporting Authority (ACARA).
(2010). The Australian curriculum: Mathematics. Retrieved 8th August,
2010, from http://www.australiancurriculum.edu.
au/Mathematics/Curriculum/F-10
Board of Studies New South Wales. (2012). Mathematics K-10
syllabus. Retrieved from http://syllabus.bos. nsw.edu.au/
Henderson, R. (2011). Classroom pedagogies, digital literacies and
the home-school digital divide. International Journal of Pedagogies and
Learning, 6(2), 152-161.
Ireland, G. V., & Woollerton, M. (2010). The impact of the iPad
and iPhone on education. Journal of Bunkyo Gakuin University Department
of Foreign Languages and Bunkyo Gakuin College(10), 31-48.
Kiger, D., Herro, D., & Prunty, D. (2012). Examining the
influence of a mobile learning intervention on third grade math
achievement. Journal of Research on Technology in Education, 45(1),
61-82.
Melhuish, K., & Fallon, G. (2010). Looking to the future:
M-learning with the iPad. Computers in New Zealand Schools: Learning,
Leading, Technology, 22(3), 1-16.
Resnick, M. (2006). Computer as Paintbrush: Technology, Play, and
the Creative Society. In D.
G. Singer, R. Michnick Golinkoff & K. Hirsh-Pasek (Eds.), Play
= learning: How play motivates and enhances children's cognitive
and social-emotional growth (pp. 192-208). New York: Oxford University
Press.
Selwyn, N., Potter, J., & Cranmer, S. (2009). Primary
pupils' use of information and communication technologies at school
and home. British Journal of Educational Technology, 40(5), 919-932.