| Literature DB >> 23935586 |
Tanja Käser1, Gian-Marco Baschera, Juliane Kohn, Karin Kucian, Verena Richtmann, Ursina Grond, Markus Gross, Michael von Aster.
Abstract
This article presents the design and a first pilot evaluation of the computer-based training program Calcularis for children with developmental dyscalculia (DD) or difficulties in learning mathematics. The program has been designed according to insights on the typical and atypical development of mathematical abilities. The learning process is supported through multimodal cues, which encode different properties of numbers. To offer optimal learning conditions, a user model completes the program and allows flexible adaptation to a child's individual learning and knowledge profile. Thirty-two children with difficulties in learning mathematics completed the 6-12-weeks computer training. The children played the game for 20 min per day for 5 days a week. The training effects were evaluated using neuropsychological tests. Generally, children benefited significantly from the training regarding number representation and arithmetic operations. Furthermore, children liked to play with the program and reported that the training improved their mathematical abilities.Entities:
Keywords: calculation; interactive learning environment; intervention; learning; optimization; spatial representation
Year: 2013 PMID: 23935586 PMCID: PMC3733013 DOI: 10.3389/fpsyg.2013.00489
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Numerical stimuli for the number 35. Number graph (left), colored block (middle) and number line representation with integrated blocks (right).
Figure 2Target structure of the training program. The continuous lines mark the areas present in the study version.
Figure 3Extract of the skill net. Number representation skills from 0 to 100 (A). Addition skill net in the number range 0–100 with example tasks (B).
Figure 4Skill sequences of three children in addition from 0 to 100. Colors are consistent with Figure 3B. Users 2 and 3 passed all skills in the range, while user 1 did not pass this range within the training period. The length of the rectangles indicates the number of samples.
Description of typical errors along with examples and remediation games for the domains of number representations (NR), addition (A) and subtraction (S).
| NR | Landing game: the child lands the cone on the wrong side of the center (5, 50, or 500). | – | Training of the ordering of numbers according to their magnitude ( |
| A, S | Correct result is missed by 1 (±1). | 5 + 3 = 7 | Training of addition or subtraction with colored blocks ( |
| A, S | Addition instead of subtraction (or vice versa). | 5 + 3 = 2 | Training of addition or subtraction with colored blocks ( |
| A | Addition of all digits. | 12 + 24 = 9 | Training of the Arabic notation system ( |
| A, S | Switching of digits when reading/writing a number. | 24 − 3 = 12 | Transcoding from spoken to written notation ( |
| A, S | Use of wrong digit order. | 63 − 5 = 13 | Training of the Arabic notation system ( |
| A, S | Forgetting the carry when bridging to ten. | 34 + 7 = 31 | Training of bridging to 10 using colored blocks ( |
| A, S | Addition/Subtraction of inner and outer digits. | 34 + 13 = 56 | Training of the Arabic notation system ( |
| S | Building the difference between digits. | 34 − 17 = 23 | Training of the Arabic notation system ( |
Figure 5(A) “Ordering” game in the range from 0 to 100. (B) “Landing” game in the range from 0 to 100. (C) “Slide rule” game in the range from 0 to 10. (D) Example task of the “Plus and Minus” game.
Figure 6(A) Addition task. (B) Number line task between 0 and 10. (C) Estimation task.
Training statistics [Means (.
| Number of training sessions | 30.2 (3.2) | 32.4 (5.2) | 49.2 (2.6) |
| Number of totally solved tasks | 1635.0 (293) | 1737.0 (266) | 2575.0 (414) |
| Number of solved tasks per session | 54.0 (7.2) | 54.0 (5.7) | 52.2 (7.0) |
| Highest reached skill | 38.6 (8.3) | 38.7 (8.4) | 40.5 (6.8) |
| Highest reached skill | 40.5 (14.7) | 39.1 (15.5) | 43.0 (15.1) |
The skills of the adaptive model are divided into the content areas of the training program (section Adaptive algorithm). Skills in each area are ordered by their number, with the easiest skill having the lowest number.
Training effects of training group .
| AC Addition | 25.9 (10.8) | 30.0 (14.1) | 2.38 | 3.26 | 34.4 (17.7) | 1.95 | 0.31 | |
| 27.4 (10.7) | 26.1 (12.0) | −0.56 | 29.4 (11.7) | 1.90 | ||||
| AC Subtraction | 19.2 (12.7) | 24.7 (17.1) | 2.77 | 5.32 | 28.8 (17.9) | 1.99 | 0.39 | |
| 19.6 (10.2) | 18.9 (10.7) | −0.39 | 26.3 (14.5) | 4.11 | ||||
| NL10, mean | 13.2 (10.1) | 9.3 (10.6) | −2.06 | 2.56 | 7.5 (5.0) | −0.81 | 0.28 | |
| 10.3 (10.4) | 12.3 (11.6) | 0.65 | 6.1 (4.2) | −2.70 | ||||
| NL 10, var | 10.2 (6.3) | 6.9 (6.5) | −2.58 | 4.92 | 6.7 (4.6) | −0.15 | 0.38 | |
| 7.4 (6.4) | 9.4 (7.6) | 1.02 | 4.9 (3.3) | −3.10 | ||||
| NL100, mean | 10.2 (4.8) | 9.6 (6.4) | −0.62 | 0.98 | 7.6 (3.3) | −2.24 | 0.18 | |
| 13.5 (6.0) | 11.3 (5.7) | −1.72 | 9.3 (7.0) | −1.35 | ||||
| NL100, var | 7.7 (3.4) | 8.2 (5.1) | 0.39 | 0.47 | 6.2 (3.0) | −2.15 | 0.12 | |
| 9.7 (4.3) | 9.1 (5.2) | −0.59 | 8.2 (5.8) | −0.79 | ||||
| NL1000, mean | 18.5 (10.9) | 16.1 (7.5) | −1.61 | 0.70 | 12.9 (6.7) | −1.79 | 0.15 | |
| 18.0 (7.3) | 17.4 (8.1) | −0.44 | 12.6 (5.6) | −4.20 | ||||
| NL 1000, var | 13.3 (7.1) | 11.9 (5.7) | −0.84 | 0.00 | 10.0 (6.4) | −1.01 | 0.00 | |
| 13.5 (5.6) | 12.0 (5.7) | −1.13 | 10.0 (4.4) | −1.87 | ||||
| Estimation | 15.1 (3.9) | 14.9 (3.2) | −0.12 | 2.85 | 15.8 (2.1) | 1.25 | 0.29 | |
| 13.6 (4.5) | 16.3 (2.2) | 2.25 | 15.9 (2.9) | −0.61 | ||||
| NC | 7.9 (1.9) | 8.1 (1.5) | 0.39 | 0.21 | 8.4 (1.6) | 0.59 | 0.08 | |
| 7.4 (2.3) | 7.8 (2.2) | 0.94 | 8.0 (1.8) | 0.19 | ||||
| HRT Addition | 18.7 (5.4) | 20.4 (5.6) | 2.47 | 0.81 | 22.5 (5.4) | 3.46 | 0.16 | |
| 18.5 (4.8) | 19.4 (4.3) | 1.27 | 20.4 (5.7) | 1.5 | ||||
| HRT Subtraction | 15.3 (6.1) | 19.8 (5.3) | 4.85 | 11.38 | 20.2 (6.2) | 0.59 | 0.52 | |
| 16.9 (6.3) | 16.9 (5.6) | 0.06 | 18.4 (5.7) | 1.5 |
p < 0.1,
p < 0.05,
p < 0.01,
p < 0.001.
Number of correctly solved tasks.
Distance (percentage) from correct position.
Variance of distance (percentage) from correct position.
Time (t1–t2) × group.
Effect sizes of interaction time (t1–t2) × group. r = 0.10: small effect, r = 0.30: medium effect, r = 0.50: large effect.
Characteristics of the three example cases.
| Anne | Female | 8;11 | 3 | 28 | 1272 | 45.4 |
| Eva | Female | 9;8 | 4 | 33 | 1803 | 54.6 |
| Jane | Female | 9;10 | 4 | 33 | 1795 | 54.4 |
Figure 7Number of played samples per skill for Anne (A) and Jane (B).
Figure 8Landing accuracy over the training from Eva (left) and Jane (right).