Facilitating middle school students' sense making process in digital libraries

Author(s):  
Meilan Zhang ◽  
Chris Quintana
1993 ◽  
Vol 24 (2) ◽  
pp. 117-135 ◽  
Author(s):  
Edward A. Silver ◽  
Lora J. Shapiro ◽  
Adam Deutsch

In this study, about 200 middle school students solved an augmented-quotient division-with-remainders problem, and their solution processes and interpretations were examined. Based on earlier research, semantic-processing models were proposed to explain students' success or failure in solving division-with-remainder story problems on the basis of the presence or absence of an adequate interpretation provided by the solver after obtaining a numerical solution. In this study, students' solutions and their attempts and failures to “make sense” of their answers were analyzed for evidence that supported or refuted the hypothesized semantic-processing models. The results confirmed that the models provide a solid explanation of students' failure to solve division-with-remainder problems in school settings. More generally, the results indicated that student performance was adversely affected by their dissociation of sense making from the solution of school mathematics problems and their difficulty in providing written accounts of their mathematical thinking and reasoning.


2013 ◽  
Vol 29 (5) ◽  
Author(s):  
Tom Lowrie ◽  
Robyn Jorgensen ◽  
Tracy Logan

<p>A survey (<em>n</em> = 410) revealed statistically significant gender differences between middle school students' preference for playing particular types of games. Subsequent instrumental case studies theorised the "within-game" and "out-of-game" experiences of two middle school students as they played a digital hand-held game. These two case studies comprised stimulated recall sessions and subsequent follow-up, open-ended interviews. The analysis described the influence digital game playing can have on a participant's mathematics sense making. Findings included distinct differences in both the approach and the strategies employed by the respective participants to not only engage with the game, but contextualise it within their own knowledge and experiences. Furthermore, the study demonstrated the extent to which game playing can be a catalyst for further learning outside the game experience.</p><br />


2017 ◽  
Vol 8 (3) ◽  
pp. 209-223
Author(s):  
Elizabeth Davies-Mercier ◽  
Michelle W. Woodbridge ◽  
W. Carl Sumi ◽  
S. Patrick Thornton ◽  
Katrina D. Roundfield ◽  
...  

2014 ◽  
Author(s):  
Jennifer L. Engelland ◽  
Renee M. Tobin ◽  
Adena B. Meyers ◽  
Brenda J. Huber ◽  
W. Joel Schneider ◽  
...  

2009 ◽  
Author(s):  
Ji-Geun Kim ◽  
Yejin Lee ◽  
Bo-Ra Song ◽  
Hyunah Lee ◽  
Jung Eun Hwang

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