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Title
A Better Story: An Embodied-Design Argument for Generic Manipulatives
Permalink
https://escholarship.org/uc/item/8x3731jp
ISBN
978-3-319-90178-7
Authors
Rosen, Dana
Palatnik, Alik
Abrahamson, Dor
Publication Date
2018
DOI
10.1007/978-3-319-90179-4_11
Peer reviewed
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Generic Manipulatives
1
Running head: GENERIC MANIPULATIVES
A Better Story: An Embodied-Design Argument for Generic Manipulatives
Dana Rosen, Alik Palatnik, Dor Abrahamson
University of California, Berkeley
Rosen, D. M., Palatnik, A., & Abrahamson, D. (2018). A better story: An
embodiment argument for stark manipulatives. In N. Calder, N. Sinclair, &
K. Larkin (Eds.), Using mobile technologies in the learning of mathematics
(pp. 189-211). New York: Springer.
Correspondence concerning this article should be addressed to:
Dor Abrahamson
Graduate School of Education
4649 Tolman Hall,
University of California, Berkeley
Berkeley, CA 94720-1670, USA
TEL: +1 510 883 4260
FAX: +1 510 642 3769
e-mail: dor@berkeley.edu
Generic Manipulatives
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Abstract
Mathematics education practitioners and researchers have long debated best pedagogical
practices for introducing to students new concepts. We report on results from analyzing
the behaviors of 25 Grade 4 – 6 students who participated individually in tutorial
activities designed to compare the pedagogical effect of manipulating objects that are
either generic (non-representational, not signifying specific contexts, e.g., a circle) or
situated (representational, signifying specific contexts, e.g., a hot-air balloon). The
situated objects gave rise to richer stories than the generic objects, presumably because
the students could bring to bear their everyday knowledge of these objects’ properties,
scenarios, and typical behaviors. However, in so doing, the students treated the objects’
only as framed by those particular stories rather than considering other possible
interpretations. Consequently, these students did not experience key struggles and
insights that the designers believe to be pivotal to their conceptual development in this
particular content (proportionality). Drawing on enactivist theory, we analyze several
case studies qualitatively to explicate how rich situativity filters out critical opportunities
for conceptually pivotal sensorimotor engagement. We caution that designers and
teachers should be aware of the double-edged sword of rich situativity: Familiar objects
are perhaps more engaging but can also limit the scope of learning. We advocate for our
instructional methodology of entering mathematical concepts through the action level.
Keywords: attentional anchor, educational design, embodiment, formalization,
manipulatives, mathematics, sensorimotor scheme, technology
Generic Manipulatives
Index: acontextual; affordance; attentional anchor; clinical interview; concrete, concept,
contextual; constraint; Constructivism; coordination; cue; educational design; design;
embodied design; embodiment; Enactivism; figural features; formalism; formalization;
generalize; generic; ground; instructional methodology; Mathematics Imagery Trainer;
mathematics; manipulation, manipulative; movement; multiplicative; narrative;
pedagogical approach; progressive formalization; proportion; sensorimotor scheme;
situated; symbolic; technology; tradeoff; virtual
3
Generic Manipulatives
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A Better Story: An Embodied-Design Argument for Generic Manipulatives
1. Introduction: Dilemmas of Designing Manipulatives for Mathematics Learning
Imagine you are designing a mathematics lesson to introduce the notion of proportional
equivalence, such as 2:3 = 4:6. Now further imagine that you wished for your students to
understand proportionality as a multiplicative concept that builds on yet departs from
additive forms of reasoning, so that the students can draw on what they already know yet
expand this knowledge. In particular, you wished your students would consider a
proportional equivalence sequence, such as 2:3 = 4:6 = 6:9 = 8:12, and so on, by focusing
on the arithmetic difference between numbers in each ratio pair, that is, a difference of 1
in 2:3, a difference of 2 in 4:6, a difference of 3 in 6:9, a difference of 4 in 8:12, and so
on. You would like the students to be surprised that this difference keeps changing,
because you believe that this experience of surprise—of seeing a new type of
equivalence—would precipitate meaningful conceptual development from additive to
multiplicative reasoning.
Once satisfied with your educational design rationale, you set off to realize it in
the form of some activity in which your students would engage. That is, you attempt to
create for your students the interaction conditions that would give rise to an experience
that you view as pivotal for learning the target content you have set for the lesson.
Working either in a digital or material environment, you decide to create a scenario,
materials, and task drawing on Aesop’s parable of the Tortoise and the Hare. You will
place images of the two protagonists at the starting point of a number-line racetrack, and
you will guide students to advance the tortoise 2 units for every 3 units they advance the
hare.
You try out this activity with young mathematics students. They find the activity
Generic Manipulatives
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engaging and eventually infer that the hare’s lead over the tortoise keeps growing every
go (1, 2, 3, 4, etc.). And yet the students are never surprised by this fact—it appears
obvious to them due to their familiarity with the story. It would appear that the key
learning experience you attempted to elicit was obviated by the scenario, materials, and
task you had chosen.
You wish to improve the activity, and so you consider changing the appearance of
the two objects from a tortoise and hare to some two other figures, such as nondescript
circles. However in so doing, you realize, the very notion of two objects moving in
parallel at different speeds toward a common target would potentially be lost, because the
modified display would lack any familiar context that immediately prompts the desired
scenario of a running competition between two agents of disparate athletic prowess.
You conclude, along with many other researchers in the past, that bringing
familiar context into the process of learning mathematical concepts is not unproblematic;
it is in fact riddled with tradeoffs (e.g., Uttal, Scudder, & DeLoache, 1997). A familiar
scenario can instantly orient students toward relevant elements of an instructional activity
as well as the elements’ anticipated behaviors, but this very familiarity with the situated
context might deprive the students of critical opportunities to struggle with inferring these
behaviors and coordinating them with other knowledge they bring to the situation. On the
other hand, one could begin with textbook definitions and solution procedures for
proportional equivalence and only later apply these acontextual routines to everyday
situations, and yet those routines would initially bear scant meaning for the students. It
seems as though both approaches—from the situated to the symbolic, or from the
symbolic to the situated—can be problematic. Is there a third option?
In this chapter, we will make the case for a third option. And yet this third option
Generic Manipulatives
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might appear quite different from the other two, because it highlights the educational role
of the physical actions students perform as they manipulate objects in mathematics
lessons. That is, teachers and researchers usually focus on how students select, arrange,
and transform manipulatives in the working space (i.e., the planning and product of
action) and what that could mean conceptually; few focus on how students coordinate
their hands so as to move the manipulatives per the task objectives (i.e., the process of
action; but see Abrahamson, 2004; de Freitas & Sinclair, 2012; Kim, Roth, & Thom,
2011; Nemirovsky, Kelton, & Rhodehamel, 2013).
In the activities we will discuss, students first learn to enact a new movement
form and only later they ground that form in particular contexts as well as generalize it as
mathematical rules. The students initially learn the movement form by way of solving an
interactive manipulation problem involving two virtual objects, one per each hand. This
instructional methodology draws on theories from the cognitive sciences that depict
mathematical reasoning as the mental simulation of sensorimotor activity (Barsalou,
2010; Hutto, Kirchhoff, & Abrahamson, 2015; Landy & Goldstone, 2007; Vygotsky,
1926). Through their efforts to solve a new two-hand movement coordination, students
may come to perceive the world in a new way. Educational designers can create
conditions where this new moving/perceiving pattern is the meaning we experience and
sustain for a particular mathematical concept that we are studying, even before we use
formal symbolic notation (Abrahamson & Bakker, 2016).
The chapter will focus on comparing generic vs. situated objects with respect to
how students interact with the objects and what they infer from these interactions. By
generic we mean that the objects deployed in these activities are not contextualized as
representing or referring to anything outside of the activity. They may afford goal-
Generic Manipulatives
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oriented interaction as tools for accomplishing a task, but the designer does not intend for
them to signify or symbolize for all students any particular meanings from some other
domain, at least not initially. The term “generic” (non-specific) also alludes to its
cognates “genus” (a class of things), “generative” (bearing potential for growth and
application), and “generalize” (produce inference from a case), all perceived as potential
attributes of these instructional materials. We think of generic objects as less likely than
situated objects to evoke rich experiential contexts or narrative content—they are means
of engaging in an activity without drawing on associations with what they resemble,
denote, or connote. Clearly any choice of terminology comes with its ineluctable
philosophical and theoretical baggage from the cognitive sciences literature, such as
epistemological, ontological, and phenomenological assumptions about human
perception and reasoning (e.g., Wilensky, 1991), so that perhaps an example will cut to
the chase: With “generic” we are attempting to characterize the difference between a
circle and a hot-air balloon. We wish to understand how this difference bears on the
processes and consequences of learning.
Working with technological media, the objects employed in our pedagogical
activities will be virtual. The situated objects will be iconic images of hot-air balloons,
whereas the generic objects will be stark circles. The students will manipulate these
virtual objects in their attempts to solve the interaction problem of making a screen green.
As shall be reported, students respond to manipulation problems involving familiar
objects by bringing to bear what they know about these objects, such as how hot-air
balloons typically behave in particular contexts. The students thus perceive and
manipulate the familiar objects to enact imaginary micro-scenarios that would be
plausible with these objects in those contexts. For example, students may engage a virtual
Generic Manipulatives
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hot-air balloon by launching it vertically from the ground upward, but they are less likely
to rotate it. By contrast, generic objects do not constrain the scope of potential
perceptions and movements as much, because they conjure for the student less immediate
sense of what might be plausible and implausible to do with them. For example, one
would not be inhibited in rotating a simple circle as one would an icon of a hot-air
balloon, and one would be less inclined to construe the circle as necessarily launching
from the screen base as one would the hot-air balloon. We conjecture that students are
likely to perceive and move stark objects in more ways than they would iconic objects
and, consequently, potentially infer a greater range of mathematical rules.
Understanding the effects of objects on actions is important for teaching
mathematics with manipulatives. If we hope to elicit from students particular ways of
moving, because we see these ways of moving as critical for the learning process, then
we should choose or create our manipulatives wisely with those movements in mind. This
principle holds both for digital and material instructional resources (see Sarama &
Clements, 2009, on “concrete” virtual manipulatives).
Below we present a technical section that will expand on the theories of learning
that have motivated our research, focusing on literature that treats the relation between
interactive objects and the forms of reasoning they enable (Section 2). We then detail the
methods used in this study (Section 3). Results and findings then follow (Section 4), and
we end with conclusions as well as implications for design and teaching (Section 5).
2. Theoretical Background
2.1 Framing the Debate
Scholars of mathematics education tend to hold two diametrically opposed positions on
Generic Manipulatives
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best pedagogical practices for introducing new mathematical concepts (Abrahamson &
Kapur, 2018; Nathan, 2012). The debate centers on the question of whether and when
situated contexts should be employed in cultivating students’ understanding of
mathematical concepts. In particular, researchers debate on the optimal ontological nature
of the objects that students are to consider as they solve instructional problems: Should
these objects evoke specific, elaborate situations with rich contextual meanings, or should
they be non-contextual “situation-agnostic” generic symbols and shapes? The
formalisms-first approach (see Figure 1a; e.g., Kaminski, Sloutsky, & Heckler, 2008;
Sloutsky, Kaminski, & Heckler, 2005; Stokes, 1997) posits that students should first
work with abstract representations, such as mathematical symbols and geometrical
shapes, to enact and understand solution procedures; only then should they extend and
practice these formal strategies by applying them to specific situated contexts. The
progressive-formalization approach (see Figure 1b; e.g., Goldstone, Landy, & Son, 2008;
Gravemeijer, 1999; Noss & Hoyles, 1996; Ottmar & Landy, 2017), on the other hand,
posits that students should begin from concrete situations and then progressively
generalize, abstract, and formalize their understandings of the situations by creating,
adopting, and using normative symbolical representations. In the course of adopting these
mathematical visualizations and forms of discourse, cultural agents (such as designers
and teachers) play key mediating roles in providing students with selected semiotic
means of objectifying their emerging notions (Bartolini Bussi & Mariotti, 2008;
Newman, Griffin, & Cole, 1989; Radford, 2013; Sfard, 2002). Each of these positions,
we believe, holds merit, and yet each also suffers from the very shortcomings implicated
by its critics. It could be that a third option exists that draws on the merits of each.
Generic Manipulatives
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Figure 1. Positioning the (c) Embodiment approach with respect to the (a) ProgressiveFormalization approach and the (b) Formalisms-First approach.
Inspired by the embodiment approach (Campbell, 2003; Chemero, 2009; Clark,
2013; Nemirovsky, 2003; Varela, Thompson, &, Rosch, 1991), the educational approach
portrayed in Figure 1c positions sensorimotor schemes as the hypothetical
epistemological core of mathematical learning and knowing. This approach responds also
to calls (Allen & Bickhard, 2013; Arsalidou & Pascual-Leone, 2016; Varela, 1999) for
renewed interest in Piaget’s systemic theory of genetic epistemology (Piaget, 1968) as
providing a viable alternative to the dominant paradigm of cognition as information
processing. In line with our embodiment approach, we conjectured that students could
encounter new mathematical concepts by first developing sensorimotor schemes and then
both grounding these schemes in concrete situations (storyizing) and articulating the
schemes in mathematical formalism (signifying; Howison, Trninic, Reinholz, &
Abrahamson, 2011; see also Fuson & Abrahamson, 2005). Thus whereas we embrace the
proposal to ground mathematical meaning in “our direct physical and perceptual
experiences” (Nathan, 2012, p. 139), we decompose this idea by foregrounding and
differentiating what we view as its two inherent phenomenological dimensions:
sensorimotor schemes (goal-oriented movement) and situatedness (contextuality). We
argue that these two dimensions have been conflated in historical debates (e.g., Barab et
Generic Manipulatives
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al., 2007; Bruner, 1986; Burton, 1999). That is, we maintain that learning activities can
be created such that sensorimotor schemes are fostered either in contextual or acontextual
situations, and we are interested in understanding the processes and consequences of
these two instructional options.
To evaluate this embodiment approach to mathematics learning as it bears on
pedagogical design, we began by formulating the hypothesis that different levels of
contextuality have different effects on learning, and we assumed that sensorimotor
schemes would mediate this effect. We believed more specifically that students would
develop different sensorimotor schemes in low- vs. high-context activities and that the
low-context condition would prove advantageous.
To operationalize this hypothesis, we designed and implemented a learning
activity complete with materials, tasks, and facilitation techniques based on the
embodied-design framework (Abrahamson, 2006, 2009, 2014). In the empirical study
reported in the later sections of this chapter, we varied the contextuality of a manipulation
problem by either incorporating or not incorporating iconic information that would
potentially cue particular narrative framings of the situation, and we measured for effects
of this experimental variation on content-relevant qualities of students’ behaviors as they
engaged in solving the problem. Our study thus aimed to empirically evaluate the inbetween embodiment position with respect to the ongoing debate of formalisms first vs.
progressive formalization, a devate which we now further detail.
2.2 Contrasting Approaches to Formalization
Summarizing a rich research literature, Nathan (2012) has characterized two opposing
approaches to mathematics education as follows:
Generic Manipulatives
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● formalism first proposes that students should encounter new concepts through
abstract procedures and then map formalisms to concrete situations via
application problems. For instance, a student might first learn the symbolic
formula for adding fractions (finding a common denominator, etc.) and only later
manipulate objects that serve to explain and demonstrate this algorithm; whereas,
● progressive formalization proposes that students should encounter new concepts
in the context of meaningful concrete situations and then abstract toward formal
models of these situations by progressively adopting mathematical forms and
nomenclature. In this case, per the prior example, a student would first manipulate
objects to discover principles for adding fractions and only later learn the
symbolic formula that represents this procedure.
Among the studies supporting the formalism-first approach, the work of Kaminski et al.
(2008) and Sloutsky et al. (2005) are of particular relevance to this discussion. In their
experiments, undergraduate students participated in pattern-learning mathematics
activities, where the elements composing the patterns were either generic and acontextual
(non-descript geometrical shapes) or situated and contextual (readily identifiable objects).
In a subsequent transfer task in a novel yet structurally identical domain, the acontextual
participants outperformed the contextual participants. Based on these results, the
researchers concluded that generic instantiations of mathematical structures are
pedagogically superior to their concrete correlates. Concreteness, they argue, necessarily
bears irrelevant contextual features, and these negatively influence both learning and
transfer. First, learners may miss cross-domain structural alignment as a result of
perceptual dissimilarity between rich representations. For example, they would not see
how both the situation of two interlocking gears and the situation of two buildings and
Generic Manipulatives
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their shadows instantiate the concept of proportionality. Second, irrelevant aspects of
concrete representations are liable to draw the focus of learners’ attention away from
conceptually critical information. For example, a demonstration of proportionality with
interlocking gears might distract students to note the circles’ counter-rotation at the
expense of noting the multiplicative relations between the circles’ circumferences. The
logic of this argument is that students learning from an example cannot yet know what
this will be an example of, and so they cannot in principle separate the conceptual wheat
from the contextual chaff. Finally, concrete objects are more likely to be interpreted as
ontologically intact entities rather than as symbolizing something else and thus may have
limited referential flexibility, which is vital for the transfer. For example, students who
use a printed 10-by-10 grid as an organizational scheme to build an elaborate
construction out of a set of 1-by-1-by-1 wooden cubes would be less likely to later use
that same grid as a topographical map with numerical values in each cell standing in for
the height of the column of cubes towering up in that cell. The concrete object (the grid)
takes on functional fixedness as a thing onto its own rather than as a potential
representation of something else, so that the students miss out completely on a key
learning objective.
In contrast, the research of Goldstone and Son (2005) supports progressive
formalization. In their experiments, undergraduates worked with computer simulations to
learn about complex adaptive systems. The simulation featured visual elements of
varying perceptual concreteness, for example foraging ants were represented either by
dots or by iconic images of ants. Students’ performance was compared in both the initial
and transfer tasks. Students were divided into four groups: abstract then concrete; abstract
then abstract; concrete then concrete; and concrete then abstract. The best performance
Generic Manipulatives
14
on both the learning and transfer tasks was obtained in the concrete-then-abstract group
(i.e., the progressive formalization approach). The authors interpreted their findings to
suggest that progressive formalization helps learners by enabling them first to enter a
specific domain with the aid of concrete cues and then abstract and generalize principles
as this concreteness fades out (see Ottmar & Landy, 2017, for a mathematics example).
Table 1: Comparison of Three Pedagogical Frameworks According to Symbolic and
Contextual Attributes of Learning Resources
Contextual
No
Yes
No
Embodied
Design
Progressive
Formalization
Yes
Formalism
First
–
Symbolic
The embodiment approach put forth in this article: (a) borrows the ProgressiveFormalization epistemological position that abstract notions are grounded in activity with
asymbolic objects; yet (b) also partially subscribes to the Formalism-First ontological
position that mathematical concepts should be grounded in acontextual entities. Thus on
the one hand, as per Progressive Formalization, embodied-design learning materials are
asymbolic. Yet on the other hand, per Formalisms First, embodied-design materials are
acontextual (see Table 1). These asymbolic acontextual learning materials are thus
designed so as to avoid evoking students’ knowledge about a narrow set of situations,
that is, to avoid cueing particular narratives that might circumscribe the range of
meanings students bring to bear in solving our tasks. Similar to generic construction
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materials, such as sand, play dough, or building blocks, inherent qualities of these virtual
resources are designed so as to enable specific interactions and combinations yet without
pre-constraining what meanings students bring to bear as they use these resources. We
explain what the objects can do but not what they are.
2.3 Affordances and Constraints of Asymbolic vs. Symbolic Manipulatives
Pedagogical approaches inspired by constructivism and embodiment theory have
highlighted the role of sensorimotor integration in students’ cognition of mathematical
concepts (Abrahamson, 2006; Gray & Tall, 1994; Nemirovsky, 2003; Steffe & Kieren,
1994; Thompson, 2013; von Glasersfeld, 1983). Our study considered from an
embodiment perspective the effect of situatedness on the development of sensorimotor
schemes prior to signifying the schemes in a discipline’s semiotic register. We thus
sought a theory of situated perception and action that would enable us to model,
anticipate, and analyze for effects of experimentally varying an activity’s situatedness.
Our focus on the relationship between the properties of objects that students
manipulate and their actions on these objects led us to consider the theoretical notions of
affordances and constraints as relevant to the goals of this study, bearing in mind the
critical social role of cultural agents in creating and providing these objects and
mediating their functions and forms of use. Ecological psychology (Gibson, 1977)
theorizes an agent’s potential actions on the environment as contingent on the agent–
environment relations. An agent (e.g., a mathematics student) engaged in a particular task
(e.g., solving an interaction problem) perceives opportunities for acting on objects in the
environment (e.g., classroom manipulatives) in accord with these objects’ subjective
cues; the agent tacitly perceives the object as affording particular actions, that is,
privileging certain forms of goal-oriented engagement (see Vérillon & Rabardel, 1995,
Generic Manipulatives
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for a complementary theorization of instrumental genesis). If you are attempting to exit a
room, a door handle affords grabbing and rotating. Importing Gibson’s interactionist
views into educational research, Greeno (1994) modeled student learning as the process
of attuning to constraints and affordances in recurring situations. Araújo and Davids
(2004) further offer that an instructor can “channel” students’ engagement in goaloriented activity by controlling environmental constraints. That is, a teacher can organize
a classroom space in which she steers students to engage manipulatives in particular ways
she believes are conducive to learning targeted mathematical content (see Mariotti, 2009,
for a complementary sociocultural view on semiotic mediation).
Still, to the extent that one subscribes to the constructivist thesis underlying this
research, namely that sensorimotor learning grounds conceptual learning, why might
different degrees of the learning materials’ contextuality afford different sensorimotor
learning? The answer, we believe, lies in the nature of these sensorimotor schemes vis-àvis the particular features of the learning materials that the students mentally construct in
the course of developing the materials’ new perceived affordances. That is, a given
situation may lend itself to different goal-oriented sensorimotor schemes. And whereas a
variety of schemes may accomplish the prescribed task, some of these schemes may be
more important than others for the pedagogical purposes of the activity. We hypothesize
that the situatedness (contextuality) of learning materials constrains which sensorimotor
schemes the materials might come to afford. Where particular contextual cues unwittingly
preclude student development of pedagogically desirable affordances, the students’
conceptual learning will thus be delimited.
In evaluating this hypothesis pertaining to the nature and quality of situated
learning, we needed a theoretical construct that would both cohere with the embodiment
Generic Manipulatives
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perspective and enable us to implicate in our data which sensorimotor schemes students
were developing. We realized we were searching for a means of determining how the
students are mentally constructing the materials; what specifically they were looking at
that mediated their successful manipulation. Such a theoretical construct already existed:
an attentional anchor (see below).
An attentional anchor is a dynamical structure or pattern of real and/or projected
features that an agent perceives in the environment as their means of facilitating the
enactment of motor-action coordination (Hutto & Sánchez–García, 2015). Abrahamson
and Sánchez–García (2016) demonstrated the utility of the construct, which originated in
sports science, in the context of mathematics educational research. Abrahamson, Shayan,
Bakker, and van der Schaaf (2016) studied the role that visual attention plays in the
emergence of new sensorimotor schemes underlying the concept of proportion. They
overlaid data of participants’ eye-movement patterns onto concurrent data of their handmovements. It was found that the participants’ enactment of a new bimanual coordination
coincided with a shift from unstructured gazing at salient figural contours to structured
gazing at new non-salient figural features (even at blank screen locations that bore no
contours at all). The participants’ speech and gesture confirmed that they had just
constructed a new attentional anchor as mediating their control of the environment (see
also Duijzer et al., 2017).
For this study, we adopted the construct of an attentional anchor as a key
component of our methods. We sought to characterize what attentional anchors students
developed during their attempts to solve a motor-action manipulation task. By so doing
we hoped to gauge for effects of varying the contextuality of learning materials (situated
vs. generic) on student development of the sensorimotor scheme mediating an activity’s
Generic Manipulatives
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learning goal. We hypothesized that the more situated manipulatives would constrain the
scope of attentional anchors students develop, with the detrimental consequence of
students missing out on interaction opportunities that the designer considered as pivotal
for learning the target content.
3. Methods: Designing Constraints on Students’ Sensorimotor Engagement of
Manipulatable Elements in a Technological System
The Mathematics Imagery Trainer for Proportion (MITp; see Figure 2) sets the empirical
context for this study. Students working with the MITp are asked to move two cursors so
as to make the screen green and keep it green. Unknown to the students, the screen will
become green only if the cursors’ respective heights along the screen relate by a
particular ratio. The color of the screen can change along a gradient from red through
orange toward green, with the feedback for the correct ratio being a distinct base-color
green. For instance, for a ratio of 1:2, the screen will be green only when one hand is
twice as high along the monitor as the other hand. Students develop a variety of motoraction strategies to satisfy the task demand (Howison et al., 2011).
a.
b.
c.
d.
Figure 2. The Mathematical Imagery Trainer for Proportion (MITp) set at a 1:2 Ratio.
Compare 2b and 2d to note the different vertical intervals between the hands and,
correspondingly, the different vertical (or diagonal) intervals between the virtual objects.
Noticing this difference is presumed to be crucial for experiencing, then resolving a key
Generic Manipulatives
19
cognitive conflict in expanding additive reasoning into multiplicative concepts.
In the current study, images appear at students’ fingertips when they touch the
screen. These images are either generic crosshair targets (see Figure 3a) or situated
images (e.g., hot-air balloons; Figure 3b).
a.
b.
Figure 3: Experimental conditions and hypothesized attentional anchors: (a) generic
crosshair targets cue the vertical or diagonal interval between the hands; and (b) situated
images (hot-air balloons) cue the interval between each object and the bottom of the
screen directly below it. In the actual experiments we used large touchscreens where the
hands are on the interface.
We selected hot-air balloons as exemplars of situated images, because presumably
they evoke a schematic spatial–temporal narrative—a script that includes normative
(default) topological plotting on the immediately available frame of reference (begin
from screen base), an orientation and destination (upward toward the top of the screen),
and a displacement vector and schedule (steady pace of motion along a linear vertical
trajectory). Moreover, different balloons could conceivably rise at different rates due to
their idiosyncratic payload, fueling, and navigation, so that two balloons might rise side
by side, in parallel, each at its own speed. When two hot-air balloons launch together
Generic Manipulatives
20
from the same location, presumably also the script of competition is evoked, because the
balloons’ respective motion then express human presence and agenda—the balloon
moving at a greater speed might distinguish its pilot as more skillful and victorious.
Consequently, students’ multimodal attention to the objects they are manipulating would
manifest as a tacit contradistinction between two individual entities, each with its
particular identity, animacy, and effort. As such, students might wield the bimanual
operation by rapidly alternating their attention between the two objects, ensuring in turn
that each is moving correctly, rather than perhaps seeking a sensorimotor means of
integrating the movements as a relation between the objects, such as by focusing on the
spatial interval between the objects as it changes. Consequently, we assumed that students
working with the hot-air balloons, as compared to those working with the generic objects,
would be less likely to select the spatial interval between the objects as an attention
anchor facilitating their task-oriented manipulation.
While hot-air balloon icons thus presumably constrain the range of potential
interactions with the virtual objects (the “enactive landscape, Kirsh, 2013), students’ tacit
knowledge pertaining to how hot-air balloons behave also implicitly constrains them to
manipulate the virtual objects along parameters relevant to the interaction. Namely, the
software is programmed to respond only to the relative vertical location of these virtual
objects (the y axis), not their horizontal locations (the x axis): The screen color is a
function of the objects’ relative distance from the bottom of the screen not its sides. The
situated objects may thus better afford task-relevant manipulation as compared to the
generic objects, thus minimizing exploration operations (“instrumenting,” per Vérillon &
Rabardel, 1995), just as a regular household wall-mounted light switch imposes vertical
actions and precludes horizontal actions. Another set of situated objects designed for this
Generic Manipulatives
21
activity were a pair of cars moving from the screen bottom to the top as per a birds-eye
view of a racing track.
In both experimental conditions (generic and situated) students are led through a
task-based semi-structured clinical interview. Following an unstructured orientation
phase, in which the participants find several green locations, they are asked to maintain
green while moving both hands from the bottom of the screen to the top. The interviewer
then directly facilitates a coordination challenge, where the interviewer manipulates the
left image and the student manipulates the right image. The student is asked to predict the
green locations. This being a semi-structured interview, participants may experience
additional opportunities to engage in tasks of finding green, maintaining green, and other
unstructured exploration, either spontaneously or per the interviewer’s suggestion. All
along, the students are prompted to articulate rules for making the screen green. The
interview was designed to last approximately 30 minutes, which included brief
introductions and conclusions, with the core time equally divided between the two
conditions, generic and situated.
We wished to investigate for attentional anchors that emerge during children’s
interactions with the technology. We reasoned that the attentional anchors would indicate
what sensorimotor schemes the students developed. More specifically, we explored for an
effect of experimental condition (generic vs. situated cursors) on the types of attentional
anchors students construct and articulate (via speech and/or gesture). We also looked at
the effect of condition sequence on the development of attentional anchors.
Twenty-five Grade 4 – 6 students participated individually in the interviews, 14 in
the “generic-then-situated” condition and 11 in the “situated-then-generic” condition. In
this study, we exclusively interviewed students around the numerical item of a 1:2 ratio,
Generic Manipulatives
22
so as to minimize interview duration (see Abrahamson, Lee, Negrete, & Gutiérrez, 2014,
for a study that explored other ratio items). These sessions were audio–video recorded for
subsequent analysis. As our primary methodological approach, the laboratory researchers
engaged in micro-analysis of selected episodes from the data corpus, focusing on the
study participants’ range of physical actions and multimodal utterance around the
available media. Our working hypothesis, to iterate, was that the virtual objects’ figural
elements may cue (afford) particular sensorimotor orientations and thus “filter” the
child’s potential scope of interactions with the device. Namely, we analyzed for effects of
the manipulatives’ perceived affordances on participants’ scope of interaction, bearing in
mind that some interactions are more important than others for learning particular
mathematical content.
4. Results: Implicit Affordances of Manipulation Objects Mediate
Student Strategies
A main effect was found. Below, we report our findings in each experimental condition
by first describing participants’ typical strategies and then illustrating these behaviors
through brief vignettes. The section ends with comparing observed student strategies
under the two conditions.
4.1 Generic Targets Afford the “Distance Between the Hands” Attentional Anchor
In the trials where participants interacted with generic targets first, they began the activity
by placing their left-hand- and right-hand fingertips on a blank touchscreen. Immediately
they noticed crosshairs appear at the locations of their fingertips. In an attempt to make
the screen green, the participants began moving their hands all over the screen with no
Generic Manipulatives
23
apparent strategy, “freezing” their fingers as soon as the screen turned green. Eventually,
participants oriented toward the spatial interval between their fingers, soon discovering
that their fingers have to be a certain distance from each other at different heights along
the screen. Finally they determined a dynamical covariation between the interval’s size
and height: the higher the hands, the bigger the interval must be (and vice versa). We turn
to several vignettes (all names are pseudonyms). As we shall see, both participants will
refer to an imaginary diagonal line connecting the cursors.
Luke (age 10). As he found various green-generating screen location, Luke
commented about the space between his hands at these various locations: “It’s the same
angle. Well, I mean the line connecting them is the same direction” [4:53]. Later, he
noted that the “[angle] is changing because my right hand is getting faster, so when this
goes up that much (moves left hand approximately 2 inches on the screen) this one goes
up at this much (moves right hand approximately 4 inches on the screen)” [11:10].
Amy (age 9). Amy reported her observation: “The diagonal [between the hands] at
the top is different than [at] the bottom” [7:15]. Then later during the situated challenge,
she said: “You have to make them different diagonally from each other to make it change
color” [7:42].
Thus during the generic-target trials the participants not only noticed that the
interval between their hands was changing in size, they came to see this interval as an
imaginary line between their hands. In turn, this imaginary line—its size, angularity, and
elevation along the screen—apparently served the participants in finding and keeping
green, ultimately enabling them to articulate a strategy for doing so. This imaginary line
along with attributed properties is an attentional anchor: It is crafted out of negative space
to mediate the situated coordination of motor intentionality; subsequently this mentally
Generic Manipulatives
24
constructed object serves to craft proto-proportional logico–mathematical propositions.
This spontaneous appearance of a self-constraint that facilitated the enactment of a
challenging motor-action coordination is in line with dynamical-systems theory (Kelso &
Engstrøm, 2006).
Of the 14 students in this generic-then-situated experimental condition, 10 spoke
about the interval between the hands still within the “generic” phase of their interview,
and 8 of these 10 referred explicitly to its magnitude. Then during the “situated” phase of
the interview, only 2 of these 10 students began to speak about the balloons as separate
entities, focusing on the speed of each respective balloon, or reverting to a focus on the
color feedback of the screen to determine where to place the hands. The remaining 8 of
these 10 students continued to use the interval line between their hands as a guide for
making the screen green. These students’ attention to the diagonal line was consistent,
suggesting that this imaginary “steering wheel” had become perceptually stable in their
sensorimotor engagement with this technological system.
4.2 Situated Images Afford the “Distance From the Bottom” Attentional Anchor
Similar to the generic-then-situated condition, in the trials where students interacted with
situated icons first, they began the activity by placing their left-hand- and right-hand
fingers on a blank touchscreen. However in this condition they immediately saw hot-air
balloons (not generic targets) appear on the screen. Thus, the virtual manipulatives in this
condition are situational, even as the tasks are otherwise identical. Recall that these
students worked first with the balloons and then with the crosshairs. As we will now
explain, beginning with the balloons cued a narrative-based strategy, alluding to a frame
of reference, that did not attend to the interval between the images but instead to each of
Generic Manipulatives
25
these hot-air balloons’ respective vertical distance above the “earth” (the bottom of the
screen). This alternative sensorimotor orientation was so strong that it carried over to the
crosshairs condition, so that by-and-large these participants were less likely to attend to
the interval between the objects and thus were less likely to benefit from its potential
contribution to their problem-solving strategy.
Leah (age 11). Having generated green for the first time, Leah noticed that when
she moves one hand, the greenness dulls out toward red. Later, she described her strategy
for making the screen green referring gesturally to the hand’s distance from bottom of the
screen: “I would say what I said before, where one hand chooses a place and the other
hand chooses a color based on where the hand is, and you can adjust it to keep it green.
Once you find that, you just need to keep it the same height [from the bottom]” [8:40].
Then in the next task, she maintains her strategy, saying: “When you move one hand up
you need to move the other hand up so it’s the same distance [from the bottom], but
higher” [12:22].
Jake (age 11). Jake described his initial strategy in the form of a prescriptive rule,
using the imperative grammatical mode, as though teaching another person how to
accomplish the task:
Try putting your hands together in the middle and then try moving one down or
the other one up. One of the balloons should stay in the middle while the other
moves [4:47].
Note how “middle” refers to that balloon’s location along a vertical axis irrespective of
the other balloon. Jake perseverated with this strategy throughout the set of challenges,
moving his hands up along the screen sequentially rather than simultaneously. When later
tasked to make the screen green with the stark targets, he appeared disoriented, noting,
Generic Manipulatives
26
“This is harder because I don’t have a starting point” [24:12]. Jake referred to the
apparent absence of an “earth” as a grounding frame of reference for the cursors’ vertical
motion.
Of the 11 students who encountered the situated images first, 4 began to speak
about the interval between the hands still during the situated condition, however these
students did not elaborate about the line between the hands, and rather focused on each
hand as a separate entity (e.g., stating that one hand controls color and the other controls
brightness). During the second phase, in which they encountered the situated images, 2 of
these 4 students as well as 3 of the 7 who had not attended to the interval demonstrated
the emergence of this attentional anchor. The remaining students treated each of the two
icons as separate entities throughout the entire interview, and hardly spoke about the
interval between the hands. Collectively, these students were more inclined to treat the
two objects on the screen as separate entities, focusing on the changing height of each
object and the different speeds of the two objects as they move upward. Additional
phenomena were encountered only in the iconic-then-stark condition. For example, one
of the students (Kate, age 11), who spoke about the interval between the hands, used the
length of iconic cursor itself to measure the interval. Kate explained her strategy for
making green. It begins with placing the icons near each other at the bottom of the screen.
Then, “in the middle there is one balloon between them, and at the top, two balloons
between them. So it grows by one at a time” [06:45]. She accompanied this explanation
with three quick demonstrations: at the bottom of the screen, in the middle, and on the
top. When the icons were changed to the cars, Kate repeated her explanation:
It’s the same. They’re right on top of each other at the bottom, and then in the
middle it is like one car between them, and at the top—two cars. [08:32]
Generic Manipulatives
27
Later, Kate transferred this quantification approach to the generic condition, as follows:
Um, let’s say, move one of them [cursor], like, one length above the other, and
then move the bottom one up until it’s with another one, and then move the next
like two lengths above, and then move the other one, and then here—four. [18:22]
Kate was well aware of the interval between her hands and in fact utilized it as an ad hoc
unit of measurement so as to pace her bimanual ascent up along the screen (see Palatnik
& Abrahamson, 2017, under review). Thus rather than negatively constrain her solution,
as per our thesis, Kate’s vignette provides a contrasting, if unique, non-protocol and
idiosyncratic case of concreteness productively supporting progressive formalization.
4.3 Summary
Participants who began the activity in the generic condition oriented toward the distance
between their hands as their attentional anchor, whereas participants who began in the
situated condition tended to treat the manipulatives as independent, untethered entities. It
would appear that participants who began in the generic condition generated the interval
as their attentional anchor because no other frame of reference was cued. Participants
who began in the situated condition, on the other hand, followed the cued narrative
implicit to the familiar images and therefore tended rather to visualize the two balloons as
launching up from the ground.
It thus appears that objects bearing rich associative content introduce a new layer
of baggage onto an interaction task, including forms, dynamics, hierarchies, and social
conventions that guide the students’ perception of the action space (on “framing,” see
Fillmore, 1968; Fillmore & Atkins, 1992). For instance, we typically think of hot-air
balloons as “starting” at a point, such as the ground, at takeoff, and these evoked frames
implicitly constrain the scope of possible attentional orientations to a situation, for
Generic Manipulatives
28
example, by privileging the interval from each object down to the bottom of the screen at
the expense of attending to the interval between the objects. In contrast, when
manipulating stark cursors, there is no “starting point” as such, making it more likely that
students attend to the interval between the hands. Presumably one could design icons that
would draw students’ attention explicitly to the relation between the two objects rather
than viewing the objects as independent. Doing so, however, might come at the expense
of two design goals: (1) enabling students to discover the target parameters (the behavior
of a varying spatial interval would be evoked by the script rather than through exploration
and would thus prevent eliciting students’ inappropriate schemes, which in turn would
prevent their experience of cognitive conflict that leads to reflection); and (2) opening up
the scope of polysemous sensorimotor schemes (see Abrahamson et al., 2014).
Supporting our study’s hypothesis, the results suggest an effect of situatedness on
the construction of sensorimotor schemes. This finding is relevant to mathematics
pedagogy, because sensorimotor schemes are theorized as mediating conceptual learning.
It follows that situatedness of instructional materials is liable to impede mathematical
learning by precluding the emergence of sensorimotor schemes pertinent to a cognitive
sequence toward the generalization of rules. Whereas situatedness could, in turn, orient
students precisely to the key parameters of the instructional design, doing so is liable on
the other hand to narrow the manipulatives’ enactive landscape and thus the scope of
meanings that students bring to bear and develop through the interaction. Future
iterations of this intervention would avail of eye-tracking (e.g., Abrahamson et al., 2016;
Duijzer et al., 2017) and other multimodal learning analytics (Worsley et al., 2016) to
corroborate students’ oral and gestural report of attentional anchors and to expand our
understanding of relations between situatedness and learning.
Generic Manipulatives
29
5. Conclusion
Mathematics education researchers have long debated the question of pedagogical
practices for introducing new mathematical concepts. The Formalism-First and
Progressive-Formalization approaches offer diametrically contrasting positions on the
question of whether concepts best develop from situated or generic learning materials.
We tend to agree with the now-tempered view asserted by Day, Motz, and Goldstone
(2015) that the “question of contextualization in instruction is neither simple nor settled”
(p. 11; see also Goldstone & Sakamoto, 2003). Per their results, rich contextualization
may encumber students’ subsequent transfer of their understanding (see also McNeil,
Uttal, Jarvin, & Sternberg, 2009). We, in turn, have contributed to the debate by offering
that the focus of situatedness research should be not on properties of the learning
materials per se but on the sensorimotor schemes the materials may afford. Thus,
whereas Kaminsky et al. (2008) offer that “the difficulty of transferring knowledge
acquired from concrete instantiations may stem from extraneous information diverting
attention from the relevant mathematical structure” (p. 455), we refine that students’
attention is diverted from the mathematically relevant actions. Richer materials, we have
demonstrated, may unproductively constrain the scope of sensorimotor schemes students
develop through engaging with the materials. In particular, richer materials may diminish
opportunities for conceptual development, because they draw students’ attention toward
ways of thinking about the situations that, per the design, are less mathematically
relevant. Students are liable thus to miss out on opportunities to think about the situation
in ways that are critical for the educational success of an instructional sequence. On the
other hand, where rich situated materials are designed so as to orient students explicitly
on parameters that are relevant to the mathematical content, doing so would likely
Generic Manipulatives
30
narrow the scope of meanings students bring to bear. For example, though we want
students to attend primarily to the interval between the virtual objects, we wish for them
to consider also the objects’ relative speeds (see Abrahamson et al., 2014).
Students, that is to say children, are highly imaginative. They readily engage in
pretense with generic objects, visualizing them one way and then another way. It is the
low situativity of generic manipulatives that lends them to a greater variety of narratives
and consequently a greater variety of sensorimotor orientations (see also Healy &
Sinclair, 2007; Tahta, 1998). And so we agree with Uttal, Scudder, and DeLoache (1997)
that sensory richness of manipulatives may derail certain forms of mathematics learning.
But we stress that the issue here is not so much about sensory overload distracting from
intended forms of engaging the objects. It is not about manipulatives but about
manipulating—it is about task-oriented sensorimotor schemes students should develop in
solving challenging bimanual motor-action problems. So the issue at hand is the hands’
movements.
Goldstone and Son (2005) maintain that manipulatives combining concrete and
abstract features facilitate students’ learning and transfer better than those using uniform
(e.g., only abstract) features. Similar, the tasks we used also combine elements of variable
appearance. However, one might wish to bring into question the very dichotomy of
concrete and abstract features. Per the constructivist approaches, concreteness is not an
ontological trait but a phenomenological marker (q.v., Wilensky, 1991)—concreteness is
the result of each student’s inferential reflection on the movements of their own body,
where action thus provides vital entry into the learning situation. We differentiate this
sense of phenomenological concreteness from the concreteness of the icon per se, which
in this case may constitute a source of superficial situatedness.
Generic Manipulatives
31
Our work bears implications for designing technologically enhanced embodied
learning environments (see Lindgren & Johnson-Glenberg, 2013). Abrahamson and
Lindgren (2014) called for further research to ascertain best principles governing
designers’ engineering of interactive materials, and in particular virtual manipulatives.
The results of our study point to contextual advantages of generic manipulatives for the
facilitation of anticipated learning outcomes toward conceptual understanding, at least in
the realm of proportional thinking. Future work could examine how best to harness the
affordances of situated manipulatives without interfering with the development of desired
sensorimotor schemes. The field needs a deeper understanding also of cases where
situatedness orients students toward productive engagement of instructional materials yet
in so doing also narrows the scope of meanings students bring to bear (Abrahamson et al.,
2014). Further research is necessary to understand how best to implement in classrooms
technological media that enable students to enter conceptual domains by developing new
coordinations toward new objects (e.g., see Negrete, Lee, & Abrahamson, 2013).
Learning is moving in new ways, and we should ensure that the tasks we create
facilitate this moving. The perfunctory layering of contextual cues onto the objects
learners are to manipulate might hit the ‘engagement’ goal yet in so doing quash the
‘learning’ goal (see also Abrahamson, 2015). In fact, sometimes the objects children
manipulate might be so perceptually impoverished that there are no objects at all—just
imagined objects. One might speak of mathematics students’ right to bare arms.
Acknowledgement
The research reported herein as well the writing of this chapter were supported by an
REU (Rosen) under NSF IIS Cyberlearning EXP award 1321042.
Generic Manipulatives
32
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