| Literature DB >> 35262069 |
Christie S Martin1, Kristin Harbour1, Drew Polly2.
Abstract
The COVID-19 pandemic forced teachers worldwide to shift to emergency remote teaching (i.e., virtual teaching). As teachers return to their classrooms for in-person teaching, there is a need to examine how remote teaching influences teachers' instruction. This study examined teachers' use of digital technologies and specific mathematics activities both during remote teaching and during in-person teaching after returning to their classrooms. The study also examined how teacher participants reported how the pandemic influenced their mathematics teaching. Data analysis indicated statistically significant differences in the frequency of use of all digital technologies except for mathematics games, meaning that mathematics games are used now as much during in-person teaching as remote teaching. Teacher participants also reported that the largest influences of the pandemic and remote teaching have had on their in-person mathematics teaching was the use of general, non-mathematics specific technologies to support organization, the use of hands-on or virtual manipulatives, and the benefit of formative assessment. Implications for future research include the need to examine teachers' use of digital technologies and mathematics activities more closely during in-person teaching and leverage interviews as a possible way to more closely study teachers' experiences. © Association for Educational Communications & Technology 2022.Entities:
Keywords: COVID-19; Digital technologiesVirtual teaching; Emergency remote teaching; Mathematics; Mathematics education
Year: 2022 PMID: 35262069 PMCID: PMC8890984 DOI: 10.1007/s11528-022-00711-2
Source DB: PubMed Journal: TechTrends ISSN: 1559-7075
Effective Mathematics Teaching Practices
Adapted from NCTM, (2014)
| Effective Mathematics Teaching Practice | Explanation |
|---|---|
| Establish mathematics goals and focus learning | During planning, determine the mathematics goal(s) of the lesson and align all activities to the goal(s) |
| Implement tasks that promote reasoning and problem solving | Provide activities focused on cognitively-demanding tasks, mathematical reasoning, and ill-structured problems |
| Use connected mathematical representations | Provide opportunities for students to create their own representations/pictures and connect them through discussions |
| Facilitate meaningful mathematical discourse | Provide opportunities for discussions between teacher and students that support a deeper understanding of mathematics concepts |
| Pose purposeful questions | Pose questions that align to the goal(s) and help promote a deeper understanding of concepts |
| Build procedural fluency from conceptual understanding | Start by developing an understanding of concepts which will build a foundation for procedural fluency |
| Supporting productive struggle in learning mathematics | Provide opportunities for students to engage productively in determining how to start a task, what strategies to use, and how concepts related to each other |
| Elicit and use evidence of student thinking | Collect and use formative assessment data to make decisions about future activities and supports |
Grade Levels of Teacher Participants
| Grade level | Frequency during remote teaching | Frequency after returning to in person teaching |
|---|---|---|
| Kindergarten | 8 | 10 |
| Grade 1 | 4 | 4 |
| Grade 2 | 6 | 5 |
| Grade 3 | 4 | 7 |
| Grade 4 | 17 | 14 |
| Grade 5 | 8 | 7 |
| Grade 6 | 11 | 12 |
| Grade 7 | 4 | 3 |
| Grade 8 | 2 | 3 |
| Grade 9 and higher | 4 | 3 |
Descriptive Statistics of Frequency of Digital Technologies
| Daily | A few times a week | A few times a month | Less than a few times a month | Never | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Technology | Virtual | In person | Virtual | In person | virtual | In person | Virtual | In person | Virtual | In person |
| Using a digital program to assign students math work | 48 (70.59%) | 22 (32.35%) | 17 (25.00%) | 16 (23.53%) | 3 (4.41%) | 8 (11.76%) | 0 (0.00%) | 11 (16.18%) | 0 (0.00%) | 11 (16.18%) |
| Using a digital program for students to turn in math work | 48 (70.59%) | 16 (23.53%) | 14 (20.59%) | 14 (20.59%) | 2 (2.94%) | 16 (23.53%) | 3 (4.41%) | 9 (13.24%) | 1 (1.47%) | 13 (19.12%) |
| Using digital programs to make videos of math concepts or strategies | 27 (39.71%) | 4 (5.88%) | 19 (27.94%) | 4 (5.88%) | 12 (17.65%) | 11 (16.18%) | 4 (5.88%) | 28 (41.18%) | 6 (8.82%) | 21 (30.88%) |
| Using videos made by others to help your students | 24 (35.29%) | 15 (22.06%) | 19 (27.94%) | 12 (17.65%) | 18 (26.47%) | 16 (23.53%) | 4 (5.88%) | 19 (27.94%) | 3 (4.41%) | 6 (8.82%) |
| Using virtual manipulatives to demonstrate a math concept or strategy | 15 (22.06%) | 3 (4.41%) | 32 (47.06%) | 14 (20.59%) | 11 (16.18%) | 23 (33.82%) | 7 (10.29%) | 15 (22.06%) | 3 (4.41%) | 13 (19.12%) |
| Using virtual manipulatives to allow students to explore a math concept or strategy | 17 (25.00%) | 2 (2.94%) | 27 (39.71%) | 11 (16.18%) | 13 (19.12%) | 24 (35.29%) | 6 (8.82%) | 16 (23.53%) | 5 (7.35%) | 15 (22.06%) |
| Using digital math games to allow students to practice strategies | 25 (36.76%) | 22 (32.35%) | 23 (33.82%) | 25 (36.76%) | 11 (16.18%) | 9 (13.24%) | 7 (10.29%) | 6 (8.82%) | 2 (2.94%) | 6 (8.82%) |
Comparisons of Frequency of Use of Digital Technologies
| Virtual | In Person | Difference | |
|---|---|---|---|
| Using a digital program to assign students math work | 1.34 | 2.60 | -1.26*** |
| Using a digital program for students to turn in math work | 1.46 | 2.84 | -1.38*** |
| Using digital programs to make videos of math concepts or strategies | 2.16 | 3.85 | -1.69*** |
| Using videos made by others to help your students | 2.16 | 2.84 | -0.58*** |
| Using virtual manipulatives to demonstrate a math concept or strategy | 2.28 | 3.31 | -1.03*** |
| Using virtual manipulatives to allow students to explore a math concept or strategy | 2.34 | 3.46 | -1.12*** |
| Using digital math games to allow students to practice strategies | 2.09 | 2.25 | -0.16 |
*p < .05; **p < .01, ***p < .001
Descriptive Statistics of Perceived Usefulness of Digital Technologies
| Very useful | Useful | Somewhat useful | Not useful | Did not use | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Virtual | In person | Virtual | In person | virtual | In person | Virtual | In person | Virtual | In person | |
| Using a digital program to assign students math work | 47 (69.12%) | 23 (33.82%) | 12 (17.65%) | 13 (19.12%) | 8 (11.76%) | 12 (17.65%) | 0 (0.00%) | 10 (14.71%) | 1 (1.47%) | 10 (14.71%) |
| Using a digital program for students to turn in math work | 47 (69.12%) | 19 (27.94%) | 9 (13.24%) | 14 (20.59%) | 8 (11.76%) | 13 (19.12%) | 1 (1.47%) | 10 (14.71%) | 3 (4.41%) | 12 (17.65%) |
| Using digital programs to make videos of math concepts or strategies | 33 (48.53%) | 11 (16.18%) | 18 (26.47%) | 15 (22.06%) | 10 (14.71%) | 17 (25.00%) | 2 (2.94%) | 4 (5.88%) | 5 (7.35%) | 21 (30.88%) |
| Using videos made by others to help your students | 36 (52.94%) | 19 (27.94%) | 19 (27.94%) | 23 (33.82%) | 7 (10.29%) | 17 (25.00%) | 3 (4.41%) | 3 (4.41%) | 3 (4.41%) | 6 (8.82%) |
| Using virtual manipulatives to demonstrate a math concept or strategy | 27 (39.71%) | 7 (10.29%) | 20 (29.41%) | 25 (36.76%) | 16 (23.53%) | 19 (27.94%) | 2 (2.94%) | 5 (7.35%) | 3 (4.41%) | 12 (17.65%) |
| Using virtual manipulatives to allow students to explore a math concept or strategy | 24 (35.29%) | 7 (10.29%) | 16 (23.53%) | 19 (27.94%) | 23 (33.82%) | 24 (35.29%) | 2 (2.94%) | 6 (8.82%) | 3 (4.41%) | 12 (17.65%) |
| Using digital math games to allow students to practice strategies | 30 (44.12%) | 27 (39.71%) | 23 (33.82%) | 24 (35.29%) | 10 (14.71%) | 10 (14.71%) | 1 (1.47%) | 1 (1.47%) | 4 (5.88%) | 6 (8.82%) |
Comparisons of Perceived Usefulness of Digital Technologies
| Virtual | In Person | Difference | |
|---|---|---|---|
| Using a digital program to assign students math work | 1.47 | 2.57 | -1.10*** |
| Using a digital program for students to turn in math work | 1.59 | 2.74 | -1.15*** |
| Using digital programs to make videos of math concepts or strategies | 1.94 | 3.13 | -1.19*** |
| Using videos made by others to help your students | 1.79 | 2.32 | -0.53*** |
| Using virtual manipulatives to demonstrate a math concept or strategy | 2.03 | 2.85 | -0.82*** |
| Using virtual manipulatives to allow students to explore a math concept or strategy | 2.18 | 2.96 | -0.78*** |
| Using digital math games to allow students to practice strategies | 1.91 | 2.04 | -0.13 |
*p < .05; **p < .01, ***p < .001
Descriptive Statistics of Perceived Usefulness of Mathematics Activities
| Very useful | Useful | Somewhat useful | Not useful | Did not use | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Virtual | In person | Virtual | In person | virtual | In person | Virtual | In person | Virtual | In person | |
| Facilitating a number talk or math routine | 23 (33.82%) | 38 (55.88%) | 17 (25.00%) | 20 (29.41%) | 18 (26.47%) | 6 (8.82%) | 3 (4.41%) | 1 (1.47%) | 7 (10.29%) | 3 (4.41%) |
| Posing a word problem and letting students explore the task where you provide no support | 14 (20.59%) | 30 (44.12%) | 18 (26.47%) | 22 (32.35%) | 14 (20.59%) | 12 (17.65%) | 18 (26.47%) | 3 (4.41%) | 4 (5.88%) | 1 (1.47%) |
| Directly modeling a specific strategy or series of steps | 41 (60.29%) | 42 (61.76%) | 18 (26.47%) | 15 (22.06%) | 6 (8.82%) | 6 (8.82%) | 3 (4.41%) | 3 (4.41%) | 0 (0.00%) | 2 (2.94%) |
| Working with students together on solving a problem where you equally share responsibility for solving the problem | 30 (44.12%) | 36 (52.94%) | 22 (32.35%) | 19 (27.94%) | 10 (14.71%) | 11 (16.18%) | 4 (5.88%) | 0 (0.00%) | 2 (2.94%) | 2 (2.94%) |
| Posing a word problem and letting students explore the task where you provide support with questions | 33 (48.53%) | 41 (60.29%) | 16 (23.53%) | 21 (30.88%) | 15 (22.06%) | 2 (2.94%) | 2 (2.94%) | 0 (0.00%) | 2 (2.94%) | 4 (5.88%) |
| Playing a math game as a group or class | 16 (23.53%) | 30 (44.12%) | 25 (36.76%) | 23 (33.82%) | 14 (20.59%) | 12 (17.65% | 5 (7.35%) | 0 (0.00%) | 8 (11.76%) | 3 (4.41%) |
| Having students work independently on math activities and problems | 15 (22.06%) | 27 (39.71%) | 19 (27.94%) | 26 (38.24%) | 28 (41.18%) | 12 (17.65%) | 6 (8.82%) | 1 (1.47%) | 0 (0.00%) | 2 (2.94%) |
Comparisons of Perceived Usefulness of Mathematics Activities
| Virtual | In Person | Difference | |
|---|---|---|---|
| Facilitating a number talk or math routine | 2.32 | 1.69 | 0.63*** |
| Posing a word problem and letting students explore the task where you provide no support | 2.71 | 1.87 | 0.84*** |
| Directly modeling a specific strategy or series of steps | 1.57 | 1.65 | -0.08 |
| Working with students together on solving a problem where you equally share responsibility for solving the problem | 1.91 | 1.72 | 0.19 |
| Posing a word problem and letting students explore the task where you provide support with questions | 1.88 | 1.60 | 0.28 |
| Playing a math game as a group or class | 2.47 | 1.87 | 0.60*** |
| Having students work independently on math activities and problems | 2.37 | 1.90 | 0.47** |
*p < .05; **p < .01, ***p < .001
Teacher Reported Resources Used During Virtual Teaching
| Resource mentioned | Number of participants | Percentage of participants |
|---|---|---|
| Digital math program or website (iready, dreambox, reflex, ixl) | 37 | 54.41% |
| Non-math specific digital tools (jamboard, nearpod, seesaw) | 31 | 45.59% |
| Virtual manipulatives | 14 | 20.59% |
| Teacher-created resources | 12 | 17.65% |
| District-created videos | 8 | 11.76% |
| Open educational resources | 8 | 11.76% |
| Mathematics games | 7 | 10.29% |
| Hardware (e.g., monitors, document camera) | 4 | 5.88% |
| District resources | 3 | 4.41% |