Title: Integrating Mathematics and Animation: Catching Content Instruction Up with Urban Sixth Graders Inte
1Integrating Mathematics and Animation Catching
Content Instruction Up with Urban Sixth Graders
Interests and Expertise
gismo
at Washington University in St. Louis
American Education Research Association Annual
Meeting 2007, Chicago IL April 10, 2007
Project support from NSF Grant 0531120
2Project Staff and Contributors
- Jere Confrey, Project Director and P. I.
- Alan Maloney, Senior Research Scientist
- Kenny Nguyen, Ph. D. Student
- J. Lewis Ford
- Virtual Ed, Inc. Greg Hammond, Bruce
Butterfield, Eric Hammond - Austin Programming Solutions Pedro Larios
3Outline
- Overview of GISMO 2006 Summer Workshop
- Research Design
- GISMO Graphs n Glyphs Design and Demonstration
- Breakout Groups
- Evolving student conceptions of animation
- Mathematical understanding in context of
animation - Conclusions and Future Work
4Context
- Urban St. Louis students lack fluency with basic
math skills (adding and subtracting integers and
measurement) - 3-week workshop, 5 days/wk, 3 hr/day
- 8 rising 6th graders
- Recruited via schools in high-poverty district
5GISMO Summer Workshop
- Topics and Activities
- Vices and Virtues
- Extracurricular
- Student Projects
- Student and Parent reactions
6Topics and Activities
GISMO Summer Workshop
- Directed drawing
- (with and without feedback)
- Model building--elbows, (adapted from Penner et
al., 1997)
7Topics and Activities
GISMO Summer Workshop
8Topics and Activities
GISMO Summer Workshop
- Battleship game
- Transformations translations and reflections
- Matching, in Graphs n Glyphs
- Similarity and Scaling
9Topics and Activities
GISMO Summer Workshop
- Solving Mazes
- Building animations
10Vices and Virtues of Mathematics!
- Not believing that you can understand
- Not insisting that you can understand
- Not working systematically/step by step
- Laziness
- Rushing or Racing
- Not checking your work
- Not listening
- Not finishing
- Confidence
- Persistence
- Discipline and Practice
- Consistency
- Patience
- Care
- Listening
- Finishing
11Extracurricular Activities--Games
GISMO Summer Workshop
- Traffic Jam
- Set
- Logix
- River Crossing
- Tangrams
12Student Reactions
- 100 retention
- Kids arriving early, staying late
- Kids took laptops home to work on animations, to
use the internet, and to troubleshoot the
software - Kids took logic games home to play with siblings
and parents. - Daily discussions with parents about workshop
13Student Reactions
- Ohso thats why you had us work on coordinate
graphing for 2 days before we started the
software!
14Parent Reactions
GISMO Summer Workshop
- From As mom
- Your program increased As awareness of the
different things she can do with Math and
science. It has given her an outlook and
motivation that she needed to encourage her to
pursue higher goals in these areas.
15Parent Reactions
GISMO Summer Workshop
- From As mom
- one of my friends who is an engineer at Boeing
encouraged her to keep the strong interest
because our future especially needs females to
advance. She is arranging to take A to her job
to show her how some of the planes are built.
16Parent Reactions
GISMO Summer Workshop
- From Ts mom
- My son is ADHD. In 3 weeks he got more out of
the program than he did all year in some classes.
I think this program is great for kids with
learning disability...my son stayed focused and
on task.
17Student Reactions
- From S, in a school what I did last summer
exercise I don't like summer camps so
naturally I thought a camp about math and other
subjects unknown to me seemed dumb especially
seeing as I did not have a choice. But boy, was
I wrong. It was such a tremendous experience and
in the end I was glad I went." - From D, in email 6 months later my dad was
asking me questions about stuff I should have
learned by now in school and a lot I of them I
hadn't been taught in school but I knew them from
GISMO. An example of one of those things would be
how to reflect, rotate, and translate objects.
18Student Reactions
- told me that she shouldve paid even more
attention to what they were doing in summer,
because it would have been useful in her classes.
19Student Animation Projects
GISMO Summer Workshop
- Dancing Fish
- Jets
- Wheelies
- My Dog
20- We cant have fun and work in school but we do
here.
21Pre/Post-Test (Math) Results
- 25-point test, NAEP 2005 items, measuring
- Spatial reasoning
- Cardinal directions
- Measurement
- Ratio
- Coordinate graphing
- Similarity and scaling
- Angles
- Rotation
- Integer addition/subtraction
- Comparing decimals
22Pre/Post(Math) Results
23Pre/Post(Math) Results
t-test results Pre-test mean 7.9, s.d.
4.8 Post-test mean 11.5, s.d. 4.6 t-3.6 plt.008
24Project Research Design
- Design Study
- Small group of students, rising 6th graders,
urban school district - Mathematics curriculum integrated with new
animation software, Graphs n Glyphs
25Project Goals
- To engage students in modeling how to represent
3-dimensional objects and their movement on
2-dimensional screen/plane - Strengthen Core Number Knowledge and Reasoning
through Visualization and Representation - To link to learning trajectories via
supplementary and embedded activities and tasks - To make explicit the underlying mathematics (and,
eventually, science) behind graphics, motion,
and, subsequently, optics and acoustics - To develop transitional software to introduce
students to animation and 3-D graphics as a
potential career trajectory and component of
technology education
26Features of Successful Educational Programs for
At-Risk Students
Adapted from Jolly et al., 2004
- Deep Engagement
- Relevance (immediate and long-term)
- Creativity
- Continuing Support
- Opportunities, Resources and Guidance
- Genuine Content Knowledge
- Increasingly Rigorous Content
27Research Questions
- Can mathematical ideas underlying animation
software be made visible and accessible to
under-performing sixth graders? - What are young students conceptions of animation
and modeling, and how do they change as students
begin to understand the need for a formal
representational system for control of animations
on computers? - To what extent can we remediate mathematical
content weaknesses and introduce new ideas such
as distance, measurement, adding and subtracting
integers, graphing, similarity, ratio and
proportion, scaling, and geometric
transformations? - What kinds of animations will students produce?
28Approach
- Draws on concept of a micro-world
- learning environments for the appropriation of
knowledge and, as a consequence of this change in
focus, the transitional object takes on a central
role (Hoyles, 1993, p. 2)
29Graphs n Glyphs Software
- Overview of Design
- Demonstration of Software
30Modeling of animation
Coherence
System One
System Two
(Connection)
31Essential Characteristics of Modeling
Confrey, Maloney, Ford and Nguyen, June 06
- Purpose indeterminate (situation, circumstance,
or set of conditions) to more determinate
(situation, circumstance or set of conditions).
- Two systems and a mapping between them. Meaning
flows in both directions. - Both systems structure composed of objects and
relations. The mapping may include resemblance of
form or function. - Alternative models are always possible.
- There are always limits of applicability for any
model.
32Essential Characteristics of Modeling
Confrey, Maloney, Ford and Nguyen, June 06
- Modeling is an iterative, cyclical, evolutionary
process, using inscriptions and creating
indicators. - Modeling also involves products which supply
explanations, likelihoods, and predictions. - Modeling must address the degree of accuracy
obtainable via criteria of consistency and
coherence. - Evaluation of model accuracy, effectiveness,
flexibility, useability, simplicity,
extensibility, generalizability. - Modeling ranges from metaphoric to strictly
mathematical.
33Graphs n Glyphs(Model of animation)
Coherence
Space and motion Objects in space
Combination of tools 1. create objects
(sequences of points ) 2.animate them (based on
transformations)
Connection
34Graphs N Glyphs
35Concept of Transitional Software
- Incorporate professional-level software
operational paradigms and design features (via
consultation with professional animators) - File-structures, menus, timelines and controls
are all standard, and employed on real projects,
to build fluency in IT skills - Prepare students to transition readily to
professional software (i.e. 3DSMax, Flash) - In the service of robust content conceptual
development (mathematics)
36Design and Implementation of Transitional
Software requires a team of
- Mathematics Educators / Software Designers
- Professional Digital Animators
- Software Engineer
37Professional Context Animation
Transitional Software
Learner-Centered Design
Subject Matter Content Mathematics
38Professional Context Animation
- Modeling the 3-D world on a 2-D space
- Creating/replicating objects on 2-D plane
- Motion on 2-D plane
- Sequencing motion via a timeline
- Visual feedback and interactivity
- Telling a story, using visual and audio
representations -
39Learner-Centered Design
- Dynamic software environment
- Multiple simultaneous representations
- Movement between two representations can be
configured either bidirectionally or
unidirectionally - Adaptations of professional software features to
serve content conceptual development (pivot
point, scaling, point representations)
40Subject Matter Context Mathematics
- To represent 3-D objects in motion in 2-D screen
space, by building objects via sequences of
connected points, and moving them via
transformations. Math topics include - Measurement
- Positive and Negative Integers addition and
subtraction, - Coordinate graphing
- Transformations translation, rotation, scaling,
stretching, reflection - Ratio, similarity, and scaling
41The Design Collaboration Space the GISMO Blog
- Graphs n Glyphs design blog
42GISMO Directions and Future Work
43Graphs n Glyphs Levels
- Two-dimensional objects, transformations, simple
animations - Three-dimensional objects, optics, and light, and
the basics of triangle trigonometry - Sound and acoustics, and principles of periodic
functions - (Animation sequencing at each level)
44Breakout Groups
45Breakout Discussions
- Animation to facilitate mathematics (Alan)
- Matching activities, mazes, and building
animations - Mathematics to facilitate animation (Kenny)
- Introducing measurement and distance, integers,
graphing
46Breakout Group 1 Evolving Concepts of Animation
- Concepts of Animation
- Directed Drawing Task
- Elevatorssimulating animation
- Transformations translation, rotation,
reflection - Completing a Match
- Negotiating Mazes
- Designing and implementing animations
- Ratio and scaling (not formally taught time
constraints).
47Timeline
48Task Build a model of an elbow
49What characteristics of a good model did students
identify from elbow model activity?
- What makes a good model?
- Having exact movement
- Having it look like an elbow
- Dont go with your original plan and it comes out
better (Revise it in light of things that youve
done) - What are models for?
- Teach people something that you might not be able
to try otherwise - Teach people how the original thing might work
- What models have you built?
- Solar system, Volcano, Ocean floor.
- (something you cant see, so you build a model of
it.) - How do you know when a models right?
50Task Compare clips of animations, observe how
animators make animations feel alive or
realistic
- They make it feel like the real world.
- Faces / bodies look realistic (same features as a
regular person) - Drawings and scan on the computer
- sensors on a persons body motion capture
- Realistic things in scenes.
- Real-looking rivers and water (and things
floating), trees - Motion and the sound, and shadows, and a lot of
detail - Characters that breathe
- Good animation the words really match the
mouth. - Action and drama
51What students said about how animators make the
world feel alive Shrek
52What students said about how animators make the
world feel alive Shrek
- things that real animals and people actually do
- motion
- texture on rocks, etc.
- breathing, sighs
- the way donkey stretched
- sound
- mouths more realistic, with tongues and teeth
- shadows
53What students said about how animators make the
world feel alive Spirited Away
54What students said about how animators make the
world feel alive Spirited Away
- Waters motion, waves and foam, bubbles
- The moon, stars, and clouds looked realistic
(puffiness, 3-dimensional, and colors). - But--mouth motion doesnt match speech as well
(but overdubbed in English from Japanese).
55What students said about how animators make the
world feel alive Peppa Pig
56What students said about how animators make the
world feel alive Peppa Pig
- Not realistic! Just drawing, not as much like
animation. - Animals cant talk. but ogres, donkeys,
dragons? - Mouths didnt match perfectly, just open and
close like circles, straight lines, no teeth or
tongues.
57Directing drawing tasks
- From a picture, one person describes, the other
records the description of the picture. Recorder
cant see the picture. Goal the recorder draws
as accurate a copy of the picture as possible. - Trial 1 Recorder and Describer talk freely to
each other, describer can see what the recorder
is doing, and answer questions. - Trial 2 Describer cannot see the Recorders
work, but they can talk freely. Recorder can ask
questions. - Trial 3 Only the Describer can speak, cannot
watch the Recorders work. Recorder may not ask
questions.
58What strengths / weaknesses seen in directing
drawing communications?
- What strategies, techniques worked to get a good
drawing - Location, size, direction to draw, shapes
overlapping, naming shapes. - Comparisons to familiar objects.
- Challenges
- Not knowing names for geometric shapeshad to
describe (hexagon, for instance). But later
picked these up quickly. - Describing where to place shapes and how to
orient a shape. - Did not try to use measurements of any kind.
- Knowing when to ask questions of describer to
check accuracy (trials 1 and 2) - Concept of feedback introduced computers dont
automatically give feedback (we must learn to be
precise in the way we tell them what to do).
59Task simulate animations with elevators
60When students simulated animations with
elevators, what were the characteristics of their
projects?
- BET Awards Show, car races, MJ DUNK (try try
again) - Story-driven, elaborate scripts and staging
- Part of task for another group to use the
script to re-enact? - Students recognized that the scripts lacked
enough explicit animation directions - Only one used scaling (MJ DUNK)
61Task matching exercises
62When students undertook matching exercises, what
issues arose?
- For translation the nature of the
correspondence Matching the location of two
objects by choosing corresponding points on the
objects. - Reflections Location of the pivot point, and
how to move it if it were not on desired line of
reflection - Rotations Students were barely comfortable with
90o and 180o rotations. Inexperienced with angle
measure. - Checking Predictions
- relied heavily on visual feedback,
- Diminishing difficulty with accurate prediction x
(horizontal) and y (vertical) directions. - Continuing difficulty with reflections, rotations.
63In building animations, what issues arose for
students?
64In building animations, what issues arose for
students?
- Story elements sound, background pictures,
pictures of themselves - Mathematics elements
- Complexity number of points of objects, number
of objects, coordinating multiple objects,
synchronizing events. - Bugs in application
65End