Accessing children's feelings and attitudes towards mathematics is a challenging proposition since methods for data collection may be fraught in terms of bias and power relations. This article explores a method of collecting information from young students about their attitudes towards mathematics using iPads, and a video diary technique not dissimilar to the 'Big Brother' room, with which many children are familiar. We describe the development of the tool and process when implemented in a primary school setting. We allude to both the enabling prospects of the technique as well as some of the limitations we found when implementing the method. We then discuss the implications of the largely negative attitudes and emotions that the students recorded and suggest that these negative attitudes are well formed by the end of the early years of schooling.
In recent years, applications (apps) for iPads are increasingly being used to support learning in primary school contexts. Current estimates put the number of available educational apps at the iTunes store at approximately 500,000. Many of these apps contain mathematical content and purport to improve students' mathematics ability. Despite their availability, overall ease of use, and low price, significant questions remain as to their appropriateness in helping students develop mathematical knowledge. Three quantitative measures, previously used in other research to investigate digital technology use and student learning, were modified to meet the specific demands of evaluating apps. This chapter reports on the findings of a long-term research project that comprehensively reviewed mathematical apps to determine their usefulness for primary school students. It found that although the majority of apps provide little more than edutainment, a core group of apps were highly effective in supporting students in their development of mathematics knowledge.
This paper presents an heuristic that underpinned the development of a range of early years applications (apps) as part of the Early Learning Science, Technology, Engineering and Mathematics (STEM) Australia (ELSA) project (2016–19). The heuristic was developed to address a range of challenges that accompany the use of digital technologies in the year before formal schooling. These include the role of digital technologies in play‐based learning environments, screen time and the importance of agency when young children are using digital technologies. In an increasingly digital world, the issue of screen time looms large as a particularly contested aspect of technology use by young children. The ELSA project responded to this challenge by developing a pedagogical framework that embedded digital technologies into context‐rich, play‐based STEM learning. The Experience, Represent, Apply (ERA) heuristic discussed in this paper is a component of the project's overall pedagogical framework and provides early years educators with the opportunity, and the know‐how, to integrate digital technologies into STEM activities through intentional teaching and play‐based engagement. It was evident from educator feedback at the four days of workshops we delivered, and in other comments throughout the year long trial, that the educators were able to embrace the cyclic nature of the ERA heuristic and ensure that the time spent on the tablet (Represent) was connected to contextualised learning opportunities (Experience and Apply). Importantly, the tablets provided affordances for the children to utilise User Generated Content (UGC) to support active engagement when using the tablets.
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