Research in Mathematics Education in Australasia 2016–2019 2020
DOI: 10.1007/978-981-15-4269-5_13
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Teaching and Learning Mathematics with Digital Technologies

Abstract: This chapter provides a critical synthesis of research on technology-related classroom practice from the early years of schooling through to tertiary and initial teacher mathematics education. The synthesis considers ways in which research has explored the use of digital technologies through the three dimensions identified by Pierce and Stacey's map of pedagogical opportunity: mathematics content (subject), in classroom interactions (classroom), and through task design (task) (2010). The chapter also provides … Show more

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Cited by 16 publications
(13 citation statements)
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“…According to Attard et al (2020), andFlood et al (2020), the range of technologies used for teaching and learning is increasing. The same technologies are used by students for learning in school as well as outside the classroom, and new technologies can include augmented reality or technologies designed to support human-computer interactions.…”
Section: Discussionmentioning
confidence: 99%
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“…According to Attard et al (2020), andFlood et al (2020), the range of technologies used for teaching and learning is increasing. The same technologies are used by students for learning in school as well as outside the classroom, and new technologies can include augmented reality or technologies designed to support human-computer interactions.…”
Section: Discussionmentioning
confidence: 99%
“…Such interactions could include, for example, using augmented reality. Attard et al (2020) highlight a continuously increasing range of technologies used in teaching and learning mathematics. The rapid development of technologies has resulted in a drastic change in mathematics teaching and learning (Inayat & Hamid, 2016).…”
Section: Theoretical Background Using Technologies In the Teaching And Learning Of Mathematicsmentioning
confidence: 99%
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“…For example, a study that examined teaching with an online, game-based learning environment for mathematics among sixteen teachers in eight elementary schools in Australia cited at least three different ways: as a teaching tool for modeling concepts while using an interactive white board (i.e., all students looking toward the front of the classroom); as a learning tool for developing conceptual understanding; and as a supplement for regular learning tasks to build fluency. The students used the platform either individually or collaboratively, via various devices, in different locations at school (e.g., classroom, computer lab) as well as at home (Attard, 2016). Each of these incorporation scenarios yields a different set of affordances and challenges which, in turn, may affect learning.…”
Section: Discussionmentioning
confidence: 99%
“…Researchers consistently identify digital tools, such as dynamic geometric environments (Sinclair et al, 2016 ), 3D printing (Cochran et al, 2016 ), virtual reality (Ulan et al, 2018 , Leonard and Fitzgerald, 2018 ) and games such as Minecraft (Andrus et al, 2020 , Fowler et al, 2019 ), as effective developers of spatial reasoning. Despite the significant development of these educational technologies and the many papers which suggest digital tools as effective conduits for developing spatial reasoning (see for example Attard et al, 2020 ; Lowrie & Logan, 2018 ; Venturini & Sinclair, 2017 ), little actual empirical work has been conducted. Also of interest was the clarification of which spatial skills and subskills were specifically developed through the use of computer aided design programs and robotics.…”
Section: Aspects Of Spatial Reasoningmentioning
confidence: 99%