SREE Fall 2013 Conference Abstract Template
Abstract Title Page
Title: Instructional Gaming: Using Technology to Support Early Mathematical Proficiency
Authors and Affiliations:
Nancy J. Nelson-Walker
University of Oregon
Christian T. Doabler
University of Oregon
Hank Fien
University of Oregon
Marshall Gause
Thought Cycle, LLC
Scott K. Baker
University of Oregon
Ben Clarke
University of Oregon
SREE Fall 2013 Conference Abstract Template 1
Abstract Body
Background / Context:
Widespread concern has been expressed about the persistent low mathematics
achievement of students in the US, particularly for students from low-income and minority
backgrounds and students with disabilities. For example, results of the 2011 National
Assessment for Educational Progress (NAEP) indicate that only 40% of 4
th
graders score at or
above Proficient in math. Difficulties in mathematics achievement are particularly severe for
students from low income and minority backgrounds and those with disabilities. For instance,
nearly half of all 4
th
graders identified with a disability scored Below Basic on the 2011 NAEP.
Mounting evidence also suggests that students who perform poorly in mathematics in the early
grades are likely to continue to struggle throughout elementary school (Bodovski & Farkas,
2007; Morgan et al., 2009). Thus early intervention designed to support the needs of a range of
learners is vital.
Instructional gaming technology, when designed and fictionalized well, has the potential
to improve the motivation and mathematics achievement of students with or at-risk for
mathematics difficulties (MD). Advanced gaming technology can provide a foundation to
increase instructional intensity and serve as a motivational component for students who have
experienced a long line of failure and frustration (Gersten et al., 2009b). Instructional gaming
can, for example, facilitate the instructional interactions that deeply engage at-risk learners in the
critical content of mathematics. Technology-based programs are also well suited to serve as
targeted or intensive, supplemental interventions within a response-to-intervention framework,
because of their capacity to differentiate instruction for a range of learners.
Despite these potential advantages, the research base is scant for efficacious technology
tools in early mathematics (Dynarski et al., 2007). The National Education Technology Plan
(NETP: Atkins et al., 2010) indicates that technology should be exploited to make learning
experiences more meaningful, engaging, and accessible for students struggling to acquire
academic proficiency. However, few of the numerous products available on the current market
are grounded in research and development efforts that can fully address the agenda of the NETP
and adequately meet the instructional needs of students at risk for MD. For example, in the area
of early math instruction, the What Works Clearinghouse (WWC) has reviewed a total of 75
elementary programs to date, 22 of which are technology programs. Of these 22 programs, only
two products at the elementary level have research studies that meet WWC screening criteria. In
other words, less than 10% of the subset of technology programs reviewed have any research that
could be used to evaluate their efficacy. Of the two reviewable programs, WWC ratings of
impact on student outcomes are “potentially positive” and “mixed.
Moreover, few existing technology products infuse in their design research-based
instructional and technological design principles that support students struggling to learn
academic content. Many technology-based mathematics programs lack explicit modeling for
teaching new and complex concepts, and fail to provide guided practice opportunities to facilitate
student learning (Doabler & Nelson-Walker, 2013). In addition, existing technology programs
often fail to limit extraneous information, teach key vocabulary, and provide clear instructional
examples. A need clearly exists for more efficacious technology tools specific to early
mathematics instruction (Dynarski et al., 2007).
Purpose and Research Questions:
Project NumberShire supports the development of in-depth knowledge of whole number
concepts for students with or at risk for MD in grades K-2, a focus recommended by
SREE Fall 2013 Conference Abstract Template 2
mathematics education experts (NMAP, 2009; Gersten et al., 2009a). NumberShire is a browser-
based, educational video game in which players build an idyllic fairytale village by learning and
applying whole number knowledge in three domains of the Common Core State Standards for
Mathematics (CCSSO, 2010). This session will describe development and testing of the
NumberShire intervention, and discuss results from feasibility studies in kindergarten, first, and
second grade classrooms. At the conclusion of this session, participants will be able to identify
(a) critical features of technology-based interventions and (b) preliminary results of a study using
such an intervention to increase instructional intensity to meet the needs of at-risk learners.
To test the initial feasibility and usability of NumberShire, we aimed to answer four
research questions: (1) Is NumberShire reliably efficient and easy for students and teachers to
use? (2) Are students able to focus on and benefit from mathematics content in the game, rather
than being distracted by other features? (3) Are students operating the game as intended? (4) Are
students engaged in NumberShire mini-games and activities?
Setting:
Classrooms were located in three elementary schools in Oregon and Massachusetts.
School A was a diversely populated, urban, charter school located in Boston, Massachusetts,
with access to a math coordinator, two in-building math coaches, and a computer teacher with
experience providing technology-based interventions in a well-equipped, up-to-date computer
lab. Computers in this school were recent model year PC desktops, running Windows 7.
School B was a Title I school located in a suburban district outside of Eugene, Oregon.
More than three-quarters of the student population receives free or reduced price lunch, and
approximately 23% of students are identified as English Learners. Computers available in School
B were 25 Apple MacBooks, originally marketed in 2005. School B offers access to math
interventions and math coaching support one day per week, with no dedicated computer teacher.
School C was a Title I school located in a large, suburban district outside Portland,
Oregon. Nearly half of all students in School C are identified as English Learners. School C has
a dedicated computer teacher, four computer labs with a variety of technology equipment, and
access to math coaching support and a variety of academic interventions.
Participants:
In fall 2012, 125 students participated in feasibility testing, 50 of which teachers
identified as being at risk for difficulties in mathematics on the basis of student performance on
screening measures (e.g., EasyCBM) and other classroom assessments. Participating students
were 24 second graders (11 female, 13 male) from 2 second grade classrooms and 101 first
graders (48 female, 53 male) from 4 first grade classrooms in Schools A and B. All six
participating teachers (2 second grade, 4 first grade) in fall 2012 were female and had varying
levels of teaching experience. Demographic information about spring 2013 participants will be
collected and summarized in advance of our presentation. The spring feasibility test will be
conducted in 4 kindergarten and 6 first grade classrooms in Schools A and C.
Intervention:
NumberShire is a fully featured, integrated learning and assessment system designed to
support students with or at risk for MD develop proficiency with whole numbers in three
domains represented in the K-2 Common Core Standards for Mathematics (CCSSO, 2010): (a)
Counting and Cardinality, (b) Number and Operations in Base Ten, and (c) Operations and
Algebraic Thinking. Each version of NumberShire (i.e., NumberShire K, NumberShire 1, and
Number Shire 2) consists of 12 hours of individualized instructional game play, comprised of 15-
minute sessions, delivered 4 times per week for approximately 12 weeks. Players assume the role
SREE Fall 2013 Conference Abstract Template 3
of a young member of a Renaissance-style village in the fairytale-inspired medieval kingdom of
Tally-ho, where the village elder is stepping down and handing over the mantle of leadership to
the player. Sim-style game mechanics allow the player to click on village buildings to trigger
mini-games targeted at whole number concepts, such as composing and decomposing teen
numbers, and word problem solving. Sessions utilize an explicit instructional format and contain
three instructional phases: explicit modeling, supported practice, and independent practice.
Embedded within each session are four mathematics mini-games, including a Teaching Event
(i.e., a mini-lesson targeting a new instructional objective), Assessment Event (i.e., review of a
previously mastered objective), Warm-up, and Wrap-up. Mini-games include clear explanations
to introduce new material and high quality feedback. A variety of virtual mathematical
representations (e.g., number lines, base-10 blocks) and frequent practice opportunities are
employed to facilitate procedural fluency and build a robust and enduring conceptual
understanding of whole number concepts.
Research Design:
This study used design experiment methodology (Brown, 1992; Diamond & Powell,
2011; Shavelson et al., 2003) and iterative end-user testing trials to examine initial feasibility and
usability of the NumberShire intervention. Mixed methods research design was also employed to
study initial student learning during the feasibility test and guide program revisions in
preparation for a formal, rigorous, small scale RCT pilot study to assess intervention promise.
Data Collection and Analysis:
Feasibility data were collected in fall 2012 and spring 2013, from a variety of assessment,
game, and interview activities. In each school, feasibility testing was conducted across a period
of one week. Each week was comprised of four 30-minute research sessions. Within each
session, approximately 15 minutes were devoted to student game play and the remaining time
was used for assessment and interview activities. Research staff observed game play sessions and
conducted interviews with participating students and teachers. To assess students’ baseline
knowledge of whole number concepts and student mathematics learning during the feasibility
test week, research staff administered a (paper-pencil) proximal measure of mathematics
achievement at the beginning and end of the feasibility test. In addition, game metrics built into
the prototype were used to gather data on student accuracy and latency during game play, across
the week’s four sessions.
On the second and third days of each testing week, students participated in large and
small group interviews conducted by a member of the research staff. Students were asked to
recall math activities encountered in the game and describe storyline events to determine whether
they could discern and remember targeted, unique features of the prototype. Students were also
asked about their game preferences (e.g., favorite characters and activities, reward structure) to
gauge general interest and engagement in NumberShire. Daily observations of student game play
were also conducted using a standardized observation protocol. Observations targeted student
dexterity, ability to navigate the interface with accuracy and ease, and sustained engagement
during game sessions. To further assess the feasibility and usability of the NumberShire
prototype, research staff conducted interviews with participating teachers. Teachers were asked
to describe their perceptions of student interest in NumberShire, the accessibility of the game
interface, alignment of NumberShire with essential math content, and the utility of other game
features (e.g., teacher data reports, customized instructional recommendations).
In winter 2013, research staff summarized data from all observations and interviews
conducted in second grade classrooms. Paired t-tests were used to analyze pre and posttest
SREE Fall 2013 Conference Abstract Template 4
performance across item sets, game event types (e.g., Teaching Events, Assessment Events), and
pre and posttest total score, for second grade students. Data from game play were examined for
changes in student performance across similar events from the beginning to the end of the week,
for second grade participants. Results for kindergarten and first grade students will be analyzed
using the same procedures in summer 2013.
Results:
Student interviews, observations, and teacher interviews. Second grade participants
enjoyed playing NumberShire, were engaged in game activities, and were able to navigate the
interface with ease. Statements from students reinforce our plans to increase the frequency of
effort- and performance-related rewards and incentives. Participating teachers indicated students
were excited about the game (e.g., teachers said students asked, between sessions, when they
would be able to play the game again), believed it targeted important math skills, and expressed
interest in obtaining student performance data and customized instructional recommendations.
Student proximal assessment. Preliminary results (see Table 1) suggest that students
performed significantly better at posttest in solving subtraction number combinations and using
proximal math models to understand place value. Students also performed significantly better at
posttest on content targeted in Assessment Events and Warm-up/Wrap-up activities. It appears
that the amount of practice included in game activities had a positive impact on student
mathematics learning. Total score mean performance increased from pretest to posttest, but the
increase was not statistically significant. This finding is not surprising, in part because
NumberShire is intended to be a 12-week intervention. We expect students will need more than
four days of exposure to the intervention to observe substantial increases in mathematics
performance.
Student performance during game play. Data from game play were examined for
changes in student performance across similar events from the beginning to the end of the week
(see Table 2). For example, during the feasibility test, students began each session with the
Magic Slate warm-up. We examined math fact fluency data across sessions to determine whether
students demonstrated increased math skill from the first to the last session. Preliminary data
indicate students were more fluent and accurate with math fact problems at the end of the week.
Conclusions:
This session will describe the NumberShire intervention’s instructional design
framework, game mechanics, and mathematical content. Video clips of NumberShire game play
will be shared along with results from a recent feasibility study conducted in kindergarten, first
grade, and second grade classrooms. Results from the first half of the feasibility study suggest
second grade students were engaged in and able to use NumberShire with general ease. Second
grade teachers perceived the NumberShire intervention as being aligned with important skill
objectives and found the features of the intervention useful. Preliminary results suggest
NumberShire may support student achievement for second grade students working to
demonstrate proficiency with whole number concepts aligned with the Common Core State
Standards for Mathematics (CCSSO, 2010). However, results are based on a one-week test of the
intervention and the rigor of our study design prohibits causal conclusions. Also, researchers
facilitated all research activities during the fall 2012 feasibility test (while researchers supported
teachers to implement NumberShire during the spring 2013 feasibility test). Results are presently
limited to a small number of second grade students; however, we will share results for a much
larger sample in our proposed presentation. Future studies should rigorously test the feasibility
and promise of the full-featured NumberShire intervention for improving student math outcomes.
SREE Fall 2013 Conference Abstract Template A-1
Appendices
Appendix A. References
Atkins, D. E., Bennett, J., Brown, J. S., Chopra, A., Dede, C., Fishman, B., . . . Williams, B.
(2010). Transforming American education: Learning powered by technology.
Washington, DC: U.S. Department of Education, Office of Educational Technology.
Retrieved from http://www.ed.gov/sites/default/files/netp2010.pdf
Bodovski, K. & Farkas, G. (2007). Mathematics growth in early elementary school: The roles of
beginning knowledge, student engagement, and instruction. The Elementary School
Journal, 108(2), 115-130.
Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating
complex interventions in classroom settings. Journal of Learning Sciences, 2, 141–178.
doi: 10.1207/s15327809jls0202_
The Council of Chief State School Officers. (2010). Common core state standards initiative:
Designing common state assessment systems. Retrieved from
http://www.nga.org/Files/pdf/1004NGACCSSOASSESSMENTS.PDF
Diamond, K. E. & Powell, D. R. (2011). An iterative approach to the development of a
professional development intervention for head start teachers. Journal of Early
Intervention, 33(1), 75-93.
Doabler, C. & Nelson-Walker, N. J. (2013). Evaluation of Technology and Instructional Design
and Delivery Principles. Instrument available from the Center on Teaching and Learning
at the University of Oregon.
Dynarski, M., Agodini, R., Heaviside, S., Novak, T., Carey, N., Campuzano, L., . . . Sussex, W.
(2007). Effectiveness of reading and mathematics software products: Findings from the
first student cohort. Washington, DC: US Department of Education, Institute of
Education Sciences.
Gersten, R., Beckmann, S., Clarke, B., Foegen, A., March, L., Star, J. R., & Witzel, B. (2009a).
Assisting students struggling with mathematics: Response to Intervention (RtI) for
elementary and middle schools. Washington, DC: National Center for Education
Evaluation and Regional Assistance, Institute of Education Sciences, US Department of
Education.
Gersten, R., Chard, D., Jayanthi, M., Baker, S. K., Morphy, P., & Flojo, J. (2009b). Mathematics
instruction for students with learning disabilities: A meta-analysis of instructional
components. Review of Educational Research, 79, 1202–1242.
Morgan, P. L., Farkas, G., & Wu, Q. (2009). Five-year growth trajectories of kindergarten
children with learning difficulties in mathematics. Journal of Learning Disabilities, 42,
306–321.
National Mathematics Advisory Panel. (2008). Foundations for success: The final report of the
National Mathematics Advisory Panel. Washington, DC: US Department of Education.
SREE Fall 2013 Conference Abstract Template A-2
Shavelson, R. J., Phillips, D. C., Towne, L., & Feuer, M. J. (2003). On the science of education
design studies. Educational Researcher, 32, 25–28.
U. S. Department of Education, Institute of Education Sciences, National Center for Education
Statistics, National Assessment of Educational Progress (NAEP), 2011 Mathematics
Assessment.
SREE Fall 2013 Conference Abstract Template B-1
Appendix B. Tables and Figures
Table 1. Student Proximal Assessment Data
Pretest
Postest
Measure
N
M
SD
M
SD
t
p
Addition fact fluency
24
29.79
3.45
30.29
3.63
0.72
.480
Subtraction fact fluency
24
16.79
5.00
19.25
5.06
2.32
.030**
Place value models
24
2.96
0.20
2.88
0.61
-0.62
.539
Proximal place value
24
1.13
1.48
1.92
1.44
2.22
.036**
Multi-digit addition
24
6.50
2.54
6.46
2.41
-0.09
.927
Multi-digit subtraction
24
5.33
2.60
5.50
2.90
0.33
.748
Decomposing numbers
23
6.39
3.12
6.43
3.13
0.10
.922
Comparing numbers
23
3.39
1.31
3.70
1.02
1.13
.272
Word problem type
24
1.58
0.65
1.63
0.71
0.27
.788
Completing a strip diagram
24
4.21
1.82
4.54
1.41
1.23
.224
Drawing a strip diagram
23
4.39
2.41
4.70
1.94
0.66
.519
Word problem equation
19
8.00
3.90
6.58
4.73
-1.43
.169
Word problem essential info
23
1.87
0.46
1.91
0.29
0.37
.714
Teaching events
19
17.68
5.96
17.47
5.20
-0.14
.888
Assessment events (practice)
23
13.91
3.45
15.00
4.37
1.80
.085*
Warm up and wrap up activities
24
46.58
7.04
49.54
8.17
2.02
.056*
Multi-digit operations
24
11.83
4.72
11.96
4.79
-0.16
.874
Proximal measure total score
19
89.68
17.34
92.89
14.65
1.19
.248
**p < .05, * p < .10
SREE Fall 2013 Conference Abstract Template B-2
Table 2. Student Data During Game Play
Latency
Accuracy
Activity
M
SD
M
SD
Activity 49: Math fact fluency, Day 1
W
12193.38
5055.30
0.38
0.14
Activity 50: Word problems +2, Day 1
T
8732.18
11369.06
0.91
0.19
Activity 52: Math fact fluency, Day 2
W
10672.93
6134.62
0.35
0.16
Activity 53: Word problems +2, Day 2
T
6921.99
4198.43
0.93
0.10
Activity 54: Proximal place value models
A
69032.44
38513.61
0.43
0.36
Activity 55: Word Problems +1
D
7226.09
4148.38
0.84
0.15
Activity 57: Math fact fluency, Day 3
W
9953.23
4263.78
0.41
0.21
Activity 59: Compare numbers
A
3521.54
4759.10
0.61
0.40
Activity 60: Count up subtraction -1
D
11260.28
7376.95
0.64
0.44
Activity 62: Math fact fluency, Day 4
W
9203.64
4324.81
0.46
0.31
Activity 62.5: Count up subtraction -2/-3, Day 2
T
13498.88
8637.27
0.90
0.23
Activity 63: Word Problems +2
A
9333.89
19979.93
0.89
0.18
Activity 64: Count up subtraction -1
D
17404.52
15888.10
0.64
0.32
Note.
W
= Warm-up activity;
T
= Teaching Event;
A
= Assessment Event;
D
= Differentiated
Learning Pathway. Student data only includes cases from 20 second grade participants (School
A). Latency is the average number of milliseconds elapsed between student responses. Accuracy
is the average proportion of items students answered correct.