Abstract

Student struggles with fractions are well documented, and due to fractions’ importance to later mathematics achievement, identification of the errors students make when solving fraction problems is an area of interest for both researchers and teachers. Within this study, we examine data on student fraction problem errors in pre- and post-quizzes in a digital mathematics environment. Students (n = 1,431) were grouped by prevalence of error types using latent class analysis. Three different classes of error profiles were identified in the pre-quiz data. A latent transition analysis was then used to determine if class membership and class structure changed from pre- to post-quiz. In both pre- and post-quiz, there was a class of students who appeared to be guessing and a class of students who performed well. One class structure was consistent with the idea that early fraction learners rely heavily on whole number principles. Identification of co-occurrence of and changes to fraction errors has implications for curricular design and pedagogical decisions, especially in light of movements toward personalized learning systems.

Highlights

  • MethodsThe Spatial Temporal (ST) Math content follows a hierarchical pattern: objective, sub-objective, game, level, puzzle

  • We extend the analysis of fraction errors to a digital mathematics environment—a type of instructional tool that is gaining increasing prevalence in the modern classroom (Buckingham, 2013)

  • We identify which types of errors students make within the Spatial Temporal (ST) Math elementary mathematics learning software and whether students can be grouped according to these errors and their co-occurrence, and examine how these groupings change after students have been exposed to fraction instruction within the platform

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Summary

Methods

The ST Math content follows a hierarchical pattern: objective, sub-objective, game, level, puzzle. Within the objective/ sub-objective, there are a variety of games that use the same imagery and design throughout their levels. Each of these games contains between one and 10 levels that increase in difficulty. Students complete interactive puzzles, which are the delivery method for the mathematics content. Before students begin the objective, they must complete a five-question multiple choice pre-quiz on that objective’s content. After demonstrating mastery of the content within an objective by successfully completing all levels within, the student completes a five-question multiple choice post-quiz that mirrors the pre-quiz, question-for-question in topic, but uses different specific examples and numbers. The pre- and post-quizzes have either three or four answer choices for each question (see Table 5 on page 15 and Figure 1 on page 25 for examples)

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