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Developing Number
Sense with Play:
Lessons in Data
Analysis
Ryan Carlson
Overview
• New iPad game to practice & develop number
sense
• In-school user study & pilot study addressing
non-cognitive factors
• Discussion of instrumentation & evaluation of
our game
Outline
• Some Definitions
• NumberACEr
• Designing a configurable game
• Instrumentation
• User Study
• Pilot Study
• Data Analysis
• Lessons Learned
Who Are We?
• Founded 1998
• Develop K-12 mathematics blended curricula
• 600k students / year across >2,000 schools
• Cognitive Tutor
• Model student knowledge
• Adaptively present new material
What is Number Sense?
“fluidity and flexibility with numbers, the
sense of what numbers mean and ability to
perform mental mathematics to look at the
world and make comparisons”
(Gersten & Chard, 1999)
• Foundation for further mathematics
• Early number sense predicts later mathematics
ability (Geary et. al., 2013)
What is Number Sense?
1
2
3
4
What is Number Sense?
4
5
3
4
What is Number Sense?
5
7
2
3
What is Number Sense?
6
13
9
17
Personalization
Cognitive
What you know
(positive results)
• Knowledge Tracing
Non-Cognitive
Everything Else
(less well understood)
• Self-Efficacy
• Grit
• Learning Orientation
NumerACEr
NumerACEr
NumerACEr
Configurability
• Content
• Game Parameters
• Level Layout
• Scripting System
• Dynamic runtime engine
• React to game events
• Add text / images
For non-
programmers
Configurability
Configurability
Instrumentation
Boring But Important
• Generate usage data & plan analyses before
deployment
• Logging infrastructure & API
• Developers annotate code
• Log messages sent to central storage
• Log everything!
• Level started?
• Speed changes?
• iPad tilt?
• Device suspend?
User Study
• December 2014 in Raleigh, West Virginia
• 6th graders (36)
• 8th graders (7)
• Played for ~10 min
• Exit feedback (verbal + written)
User Study
User Study
Aggressive
Neutral
(High Accuracy)
Neutral
(Low Accuracy)
Cautious
User Study
Aggressive
Neutral
(High Accuracy)
Neutral
(Low Accuracy)
Cautious
Pilot Study
• May 2015 in Savannah, Georgia
• 6th graders (200)
• Remote Deployment
• 15 minute play requested
• Non-Cognitive survey administered prior to play
• Self-efficacy
• Grit
• Mastery learning orientation
Pilot Study: Interventions
Self-Efficacy
• Low SE  Motivation
Pilot Study: Interventions
Grit
• High Grit  Increased Difficulty Earning Brains
Learning Orientation
• Low Mastery  Coach Towards Mastery
Pilot Study: Interventions
Pilot Study: Interventions
Game Strategy
• Aggressive  Slowdown
• Reduce maximum speed
• Cautious  Speedup
• Increase minimum speed
• Neutral (low acc.)  Instruction
• Provide in-game feedback on mistakes
Pilot Study: Interventions
Pilot Study: Interventions
Pilot Study: Game Usage
Pilot Study: Game Usage
Pilot Study: Game Usage
Pilot Study: Game Effectiveness
Pilot Study: Intervention Effectiveness
Relationship b/w Self-Efficacy and how much
students play the game
Self-Efficacy & Grit interact in an interesting way
Pilot Study: Intervention Effectiveness
F(1,105)=3.81
p=0.05
Pilot Study: Intervention Effectiveness
χ2 test, p<.01
Pilot Study: Intervention Effectiveness
F(1,176)=3.46
p<0.10
Pilot Study: Intervention Effectiveness
F(1,176)=0.05
p>.10
Pilot Study: Intervention Effectiveness
F(1,176)=4.50
p<.05
Pilot Study: Intervention Effectiveness
F(1,176)=0.03
p>.10
Lessons Learned & Limitations
• Promising directions for adapting to cognitive +
non-cognitive factors into games
• Gamification serves a purpose
• Countdown timer adds pressure
• Speed forces rapid comparisons
• “pretty fun for a school game”
• Desire for common game features
• Customization, currency
• Assumption: the game is a valid measure of
number sense
References
• Geary DC, Hoard MK, Nugent L, Bailey DH (2013) “Adolescents’
Functional Numeracy Is Predicted by Their School Entry Number
System Knowledge”. PLoS ONE 8(1): e54651.
• Gersten, R., and D. Chard. “Number Sense: Rethinking Arithmetic
Instruction for Students with Mathematical Disabilities.” The Journal of
Special Education 33.1 (1999): 18-28
Thank you!
Questions?
rcarlson@carnegielearning.com

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Ryan Carlson - Developing Number Sense with Play: Lessons in Data Analysis

Editor's Notes

  1. .5 vs .75
  2. .8 vs .75
  3. .71 vs .66
  4. .52 vs 0.48
  5. Rework this Dramatic changes in student learning when attitudes are taken into account
  6. on ipad! Tilt to control!
  7. Configurability is targeted at researchers ~ what works best for all students ~ what differs between students everything is for non-programmers (except the scripting system)
  8. personalize this "imagine you're a student" * suppose you're a 6th grade and your nervous about your math ability, so you go slow and formally compare the numbers * or you go super fast because you don't care low accuracy = cognitive, cautious = math anxiety
  9. “Answer more questions correctly to grow your brain” “You get smarter the more you play - keep at it” ----- Meeting Notes (7/20/15 14:56) ----- show actual messages here mastery orientation, growth mindset = higher long term learning
  10. New users on Thursday, Monday, and following Friday We have a lot of replays
  11. M = 40 min Remember, this is an in-school game; teachers asked students to play the game, so we’re plenty happy with double the requested time
  12. M= 6.2 levels
  13. Consider breaking this into multiple
  14. Anova conditioned on High SE students only ----- Meeting Notes (7/20/15 14:59) ----- 2x2 SE w/ control+experimental conditions for low SE, no diff for high SE, difference!
  15. Anova conditioned on High SE students only ----- Meeting Notes (7/20/15 14:59) ----- 2x2 SE w/ control+experimental conditions for low SE, no diff for high SE, difference!
  16. Takeaway: high SE students are more sensitive to interventions so they play more
  17. But high grit students don’t give up!
  18. High SE makes the grit effect disappear It’s the High Grit + Low SE students we need to worry about ----- Meeting Notes (7/20/15 15:05) ----- this may be a measurement issue - since grit questions are generic, may not apply to math
  19. Useful to show that this trend is driven by the experimental condition NOT SIGNIFICANT
  20. Looking for new ways to leverage the platform; hope to be putting into the app store soon
  21. ----- Meeting Notes (7/20/15 15:05) ----- say thank you to ADL