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Title: Integrating Mathematics and Animation: Catching Content Instruction Up with Urban Sixth Graders Inte


1
Integrating 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
2
Project 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

3
Outline
  • 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

4
Context
  • 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

5
GISMO Summer Workshop
  • Topics and Activities
  • Vices and Virtues
  • Extracurricular
  • Student Projects
  • Student and Parent reactions

6
Topics and Activities
GISMO Summer Workshop
  • Directed drawing
  • (with and without feedback)
  • Model building--elbows, (adapted from Penner et
    al., 1997)

7
Topics and Activities
GISMO Summer Workshop
  • Elevator animations

8
Topics and Activities
GISMO Summer Workshop
  • Battleship game
  • Transformations translations and reflections
  • Matching, in Graphs n Glyphs
  • Similarity and Scaling

9
Topics and Activities
GISMO Summer Workshop
  • Solving Mazes
  • Building animations

10
Vices 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

11
Extracurricular Activities--Games
GISMO Summer Workshop
  • Traffic Jam
  • Set
  • Logix
  • River Crossing
  • Tangrams

12
Student 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

13
Student Reactions
  • Ohso thats why you had us work on coordinate
    graphing for 2 days before we started the
    software!

14
Parent 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.

15
Parent 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.

16
Parent 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.

17
Student 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.

18
Student 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.

19
Student Animation Projects
GISMO Summer Workshop
  • Dancing Fish
  • Jets
  • Wheelies
  • My Dog

20
  • We cant have fun and work in school but we do
    here.

21
Pre/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

22
Pre/Post(Math) Results
23
Pre/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
24
Project Research Design
  • Design Study
  • Small group of students, rising 6th graders,
    urban school district
  • Mathematics curriculum integrated with new
    animation software, Graphs n Glyphs

25
Project 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

26
Features 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

27
Research 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?

28
Approach
  • 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)

29
Graphs n Glyphs Software
  • Overview of Design
  • Demonstration of Software

30
Modeling of animation
Coherence
System One
System Two
(Connection)
31
Essential 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.

32
Essential 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.

33
Graphs 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
34
Graphs N Glyphs
  • Level 1 demonstration

35
Concept 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)

36
Design and Implementation of Transitional
Software requires a team of
  • Mathematics Educators / Software Designers
  • Professional Digital Animators
  • Software Engineer

37
Professional Context Animation
Transitional Software
Learner-Centered Design
Subject Matter Content Mathematics
38
Professional 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

39
Learner-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)

40
Subject 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

41
The Design Collaboration Space the GISMO Blog
  • Graphs n Glyphs design blog

42
GISMO Directions and Future Work
43
Graphs 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)

44
Breakout Groups
45
Breakout Discussions
  • Animation to facilitate mathematics (Alan)
  • Matching activities, mazes, and building
    animations
  • Mathematics to facilitate animation (Kenny)
  • Introducing measurement and distance, integers,
    graphing

46
Breakout 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).

47
Timeline
48
Task Build a model of an elbow
49
What 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?

50
Task 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

51
What students said about how animators make the
world feel alive Shrek
52
What 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

53
What students said about how animators make the
world feel alive Spirited Away
54
What 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).

55
What students said about how animators make the
world feel alive Peppa Pig
56
What 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.

57
Directing 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.

58
What 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).

59
Task simulate animations with elevators
60
When 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)

61
Task matching exercises
62
When 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.

63
In building animations, what issues arose for
students?
  • Making an animation

64
In 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

65
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