Sense Making and the Solution of Division Problems Involving Remainders: An Examination of Middle School Students' Solution Processes and Their Interpretations of Solutions

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.

2019 ◽  
Vol 58 (4) ◽  
pp. 863-885
Author(s):  
Jewoong Moon ◽  
Fengfeng Ke

Game-based learning (GBL) has increasingly been used to promote students’ learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students’ meaningful learning, the existing accounts failed to capture specific evidence of how exactly students’ in-game actions in GBL enhance learning engagement. Hence, this mixed-method study was designed to examine whether middle school students’ in-game actions are likely to promote certain types of learning engagement (i.e., content and cognitive engagement). This study used and examined the game E-Rebuild, a single-player three-dimensional architecture game that requires learners’ application of math knowledge. Using in-depth gameplay behavior analysis, this study sampled a total of 92 screen-recorded and video-captured gameplay sessions attended by 25 middle school students. We adopted two analytic approaches: sequential analysis and thematic analysis. Whereas sequential analysis explored which in-game actions by students were likely to promote each type of learning engagement, the thematic analysis depicted how certain gameplay contexts contributed to students’ enhanced learning engagement. The study found that refugee allocation and material trading actions promoted students’ content engagement, whereas using in-game building tools and learning support boosted their cognitive engagement. This study also found that students’ learning engagement was associated with their development of mathematical thinking in a GBL context.


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 />


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