Wednesday, June 15, 2022

Using Apps To Supplement Instructions

 

Back in 2019, there was a study published in the Journal of Educational Psychology which looked at raising mathematical achievement in early elementary using interactive apps.  The study looked at a randomized control trial carried out in the United Kingdom that focused on the use of interactive math apps that focused on early education for children aged 4 to 5.

They felt that interactive math apps used in addition to regular instruction or instead of small group activities would help scores increase.  The study lasted 12 weeks and at the end, student scores for those who used interactive math apps, did indeed increase. The apps selected focused on basic facts and concepts, higher level mathematical reasoning, and skills needed to solve problems.

They defined interactive apps as apps that use educational psychology to combine direct instruction with play.  The results suggest that this type of app is a good vehicle for high quality instruction in the classroom resulting in raised achievement.  It is well known that students who have a strong mathematical foundation in their early years do better in middle and high school.  

It is well known that developing mathematical skills happens in four general areas - factual knowledge and conceptual knowledge which covers basic math skills and mathematical reasoning and problem solving which covers higher level mathematics. Students should be able to attack problems of different levels of difficulty from all four areas.  It has also been shown that students who are able to automate their basic number skills do better in higher level math while those who had poor fluency in basic math skills find math difficult.

The best apps combine feedback, repetition, and rewards associated with direct instruction with the features of free play such as self-regulation and control. It is best to have students use the apps on a touch screen because young children find it motivating and easy to use.  The reason for tablets is they are light weight and mobile but do not rely on the same dexterity skills needed to use a computer. 

As for the apps, they need to include active learning such as manipulating of virtual objects, verbal labels, and numerical representations.  There should also be a simultaneous use of audio and visual parts to create a multi sensory experience that helps stimulate learning.  The apps should also provide immediate feedback both positive and negative immediately after every interaction. Learning is promoted through a curriculum that builds on their previous knowledge while guiding students to work beyond their current abilities.  Furthermore, the apps need to include some sort of continuous assessment of knowledge learned through various topics such as retrieval based learning.

The best use of apps is to use them as interventions to support standard math instruction.  The two apps used for this study were "Maths 3-5" and "Maths 4-6" by onebillion (a not-for-profit educational organization).In addition the apps match the requirements for instruction of the UK and meet what is needed for early elementary learners. These apps target factual knowledge and basic conceptual knowledge through the use of child centered tuition.  Children, wearing headphones,  work through the apps at their own pace and can repeat any instruction or activity as needed.  After they work their way through the lessons, they take a quiz at the end of the topic and if they pass, they receive a certificate and are allowed to move on.

These apps can be used instead of small group instruction or to supplement whole group instruction. When this type of app is integrated into the classroom in the first year of school, it provides a good way of promoting development of early math skills.  I liked this study because it gave me a better idea of what to look for in apps for early elementary students.  Let me know what you think, I'd love to hear.  Have a great day.

 




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