Using spatial skills to interpret maps problem solving in realistic contexts: Tom Lowrie and Tracy Logan use realistic contexts to engage upper primary students in substantive mathematical thinking.
Lowrie, Tom ; Logan, Tracy
One way of providing middle-school students with the opportunity to
engage in realistic activities is to ensure that mathematical concepts
and ideas can be taught and expressed in contexts closer to
students' own experiences. Students are expected to learn serious,
substantive mathematics in classrooms in which the emphasis is on
thoughtful engagement and meaningful learning (National Council of
Teachers of Mathematics, 2000). Lesh and Harel (2003) have indicated
that the kind of problem-solving situations that should be emphasised in
the classroom are simulations of real-life experiences where
mathematical thinking is useful in the everyday lives of the student or
their family and friends. Such problems are worthwhile since they tend
to reflect the nature of "real" problems because they are
complex, ill-structured, contain multiple perspectives and offer
multiple pathways or solutions (Young, 1993).
Realistic contexts are best fostered when learning experiences
include genuine resources (or artifacts) that provide opportunities for
middle-school students to engage in mathematical ideas that are personal
and meaningful (Clancy & Lowrie, 2002). These resources tend to have
a strong spatial dimension in our highly visual world. We need only to
consider the information contained in weather maps (see Figure 1) to
appreciate the complex visual fields that are displayed around us and
have become part of our lives. Students need experience in decoding and
making sense of such information because of society's increasing
use of and reliance on multiple representations. Maps like those in
Figure 1 are now dynamic, provide multiple sets of data, represent
information in more than one way (e.g., use of colour and scale) and
provide drop down menus that allow the user to consider
"retrospective" and "prospective" forecasts.
In this investigation we consider the influence a genuine artifact has on students' spatial reasoning. We have found that
middle-school students' are more likely to utilise a range of
spatial skills to complete mathematics tasks when they are deeply
engaged in an activity. We use artifacts that the students can readily
relate to in everyday situations in order to enhance the authenticity of
the classroom activity. Activities such as these allow students to embed themselves in the situation and thus help them make sense of
mathematical ideas through spatial reasoning. Such skills and processes
include building and manipulating mental representations of objects,
perceiving an object from different perspectives and interpreting and
describing physical environments. Spatial reasoning is especially useful
in creating and reading maps, planning routes, designing floor plans,
and creating art (National Council of Teachers of Mathematics [NCTM],
2000).
[FIGURE 1 OMITTED]
Using personalised experiences in sense making
The task was given to Grade 5 students (10 year-olds). We presented
a scenario that was set within a context that the students could
identify with and one in which they could use personal experiences in
order to make mathematical connections. By using genuine artifacts we
felt that the students would be even more likely to make connections to
out-of-school experiences. The scenario was associated with the planning
of a family outing to a theme park (amusement park with thrill rides and
other attractions). Part of the scenario included:
Your challenge is to plan a day at the theme park with your family.
The only information available for you is the pamphlet provided. This
pamphlet shows the map of the entire theme park and the location of all
the rides and attractions. To ensure that you make the best possible use
of the day, you should consider which rides you would like to go on, and
in which order. You should also indicate what and where you are going to
eat during the day. In planning the day you should use the map as your
main reference point. You will need to justify your solution.
[FIGURE 2 OMITTED]
The task required the students to plan the day by locating rides
and attractions and subsequently indicating a sequence of events. In
addition to the scenario, students were given a relevant pamphlet
(including restaurant menus), and theme park map (see Figure 2 for an
example). A range of visual processing skills was required to make sense
of the map and the scenario. These realistic resources provided more
information than was actually required for the students to complete the
tasks but certainly added to its authenticity.
It was anticipated that a range of problem-solving skills would be
accessed by the students as they made sense of the task. In particular,
ideas about format and structure were considered as the students
accessed information and made decisions about addressing the task. The
collaborative environment that was established within the classroom
context influenced the approaches the students undertook to gather
information and represent the "problem scene". Despite the
fact that the students lived more than 2000 kilometres from the park,
almost one third of the students had visited this site--and almost all
of the class had remembered visiting an amusement park like the one
described in the problem. In the first instance students tended to make
lists or tables to collate information and organise data (see Figure 3).
Many of the decisions made about directions to take, pathways to follow,
or locations to visit were expressed (and often justified) in relation
to personal experiences or existing knowledge of similar contexts.
Although the actual task was relatively novel for most of the students,
their everyday knowledge of the context allowed them to create solutions
that were both personal and authentic. For example, students commented
that the task may be difficult because other members of their family
might want to do their own thing or they may want to split up and meet
one another at a particular time for lunch.
[FIGURE 3 OMITTED]
Some of the strategies used by the students involved working their
way to a particular attraction and from there navigating their way back
so that they were nearer to the exit by closing time. Others challenged
themselves to go on every ride or to go on as many rides as possible.
However, these strategies and approaches were the exceptions to the
rule. The majority became fixated on the type of ride or attraction and
fitting in as many as possible between the three designated breaks.
Using spatial skills to reflect upon solutions
Lowrie and Smith (2003, p. 2), in a special edition of the APMC which focused on spatial reasoning maintained that "visual and
spatial skills and abilities are usually enhanced in situations where
children are encouraged to visualise, manipulate and construct objects
in real and simulated contexts". In this study, the students
demonstrated the capacity to make sense of the maps and could accurately
identify and apply coordinates to locate their chosen attractions
despite the complexity of the map and the open-ended nature of the task.
The intent of the task was to evoke visual reasoning through an activity
that students could closely identify with, and thus, embrace Lowrie and
Smith's notion of visualising, constructing and constructing in
personally identifiable contexts.
Interestingly, few students considered the travel path they had
undertaken in order to complete the task. As a consequence, it was
difficult for students to evaluate the efficiency of their solution. We
then challenged them to visualise the pathway that they had undertaken
through the timetabling of their day. This approach was successful for
two reasons:
1. it allowed the students to represent their spatial knowledge in
another form; and
2. provided a visual cue that allowed them to "see" their
solution.
In other words, the students had moved from having to decode and
process the information using imagery and other mental tools to
representing these images in a concrete form (using diagrams and maps).
Most of the students were able to represent their solution from a
bird's-eye perspective using coordinates and other mapping
conventions (see Figure 4). Interestingly some of the students attempted
to draw their map to scale instead of following the most direct route,
"as the bird flies", by following the walking paths provided
by the artifact (see Figure 5). In this way they were actually tracing
their footsteps rather than aligning their pathways from point A to
point B.
The children were thoroughly engaged in the task and described
walking along paths, commenting that they felt like they were actually
inside the theme park. By encouraging the students to use these visual
techniques they were able to move both "inside" space (by
getting a sense that they were actually moving around the park) and
"outside" space (by considering the activity from a
topographical perspective). The spatial reasoning required to represent
their solutions offered opportunities for the students to interpret and
describe 2D (and to some extent 3D) environments and promoted a range of
problem solving tools.
[FIGURE 4 OMITTED]
[FIGURE 5 OMITTED]
Implications
We argue that this activity promoted middle-school students'
spatial sense making by creating opportunities for the participants to:
* use a range of problem-solving tools to complete an activity that
required the interpretation of information in various (visually rich)
representations. In particular, visual and spatial approaches were
utilised to great effect with the students manipulating mental
representations, considering objects from different perspectives and
locating objects in physical environments;
* visualise manipulate and construct spatial arrangements within
scenarios that encourage the use of out-of-school knowledge and
experiences.
The extension of the activity provided the students with the
opportunity to evaluate their solution in a critical way and offered the
opportunity for even more powerful problem solving to take place. Most
of the spatial skills that were utilised in completing the scenario
required visual imagery, the completion of tables or development of
structured timelines. By representing their solution in another way the
students were able to:
* consider information and solutions from a different perspective;
* provide a concrete representation that made it easier to see and
interpret their solution; and
* reflect upon their solution and make judgments about its
efficiency and practicality.
References
Clancy, S. & Lowrie, T. (2002). Multimodal Meanings: The
Pokemon Networks. Refereed Proceedings of the Ninth International
Literacy and Education Network Conference, Beijing, China
[http://learningconference.publisher-site.com/].
Lesh, R. & Harel, G. (2003). Problem solving, modelling and
local conceptual development. Mathematical Thinking and Learning, 3 (2
& 3), 157-189.
Lowrie, T. & Smith, T. (2003). Editorial. Australian Primary
Mathematics Classroom, 8(2), 2-3.
National Council of Teachers of Mathematics [NCTM]. (2000).
Principles and Standards for School Mathematics. Reston, VA: NCTM.
Young, M. F. (1993). Instructional design for situated learning.
Educational Technology Research and Development, 41(1), 43-85.
Tom Lowrie
Charles Sturt University
<tlowrie@csu.edu.au>
Tracy Logan is a classroom teacher and research assistant in the
School of Education at Charles Sturt University
<tlogan@csu.edu.au>