Dynamic software enhancing creative mathematical reasoning Jan Olsson Licentiand thesis, Educational works Naturvetenskapernas och matematikens didaktik Umeå 2014 Responsible publisher under swedish law: the Dean of the Medical Faculty This work is protected by the Swedish Copyright Legislation (Act 1960:729) ISBN: ISBN 978-91-7601-087-7 Elektronisk version tillgänglig på http://www.nmd.umu.se/ Umeå, Sweden 2014 To to all the inspiring people who have shaped my way, both before and during the work on this publication Dynamic software enhancing creative mathematical reasoning Licentiand dessertation by Jan Olsson Department of Science and Mathematics Education To be publicly discussed in lecture hall N460 at Umeå University, on Tusday june 10, 2014, at 14.30 Abstract This thesis includes two articles and a coat. The articles present two studies investigating students’ reasoning when they were working in pairs, solving mathematics problems using the dynamic software, GeoGebra, The first study shows that the students used GeoGebra as a collaborative environment where they shared their individual reasoning to one another. Furthermore, GeoGebra provided the students with feedback that, to some extent, became a basis for their creative reasoning. The second study looked more closely into the relation between students’ reasoning and their utilization of the feedback generated by GeoGebra. The study showed that students who before entering computer commands used creative mathematical reasoning to hypothesize what the outcome may be, understood the feedback from software better and used it more efficiently. The students who engaged in imitative reasoning were mainly able to use feedback to determine if a solution attempt was correct or not, but did not fully understand the feedback and were less able to use it to make further progress in solving the task. The coat explains theories and methodologies more thoroughly and discusses the results of the two articles. In a concluding discussion the results of the articles are linked and possible implications for teaching are proposed. In school it is common that teachers and textbooks provide students with algorithmic solution templates to tasks, but in the study the didactic situation with dynamic software was found to invite students to create their own solution methods. Furthermore the thesis suggests that it could be beneficial for the students to be encouraged to pay more attention to their own solving strategies, i.e. to explain and evaluate their methods and results rather than merely looking for the correct answers. Acknowledgement Writing this thesis has been a challenge accompanied by joy all the way. The co-workers and fellow phd-students at the Department of Science´s and Mathematics Education and Umeå Mathematic Education Research Center have all been sources both for deep scientific discussion and easygoing everyday conversations. The main reason for all I have learned and that I have taken the first steps into the world of research with an increasing engagement is that I have had Carina Granberg and Johan Lithner as supervisors. I have always been encouraged, taken seriously, and I have always been comfortable with to be told when I ended up on the wrong track. I can´t thank you too much! Many thanks also to the members of the project group LICR, and members and leaders of the research school Development of Mathematics Education, especially to my closest colleagues Lotta, Maria, and Helena. The work with the thesis does not only take support by expertize. All aspects of life must go on and my wife Lena has always been on my side, as our children Emil, Elina, Evylinn, and Joel, even though the last ones think it is a bit suspicious that a grown up man voluntarily takes up education. Our grandson, little Sigge who came to us a month ago does not say so much yet but is of course a source encouragement only by joining us. Table of Contents ii Abstract iv Acknowledgement i Table of Contents 1 Part 1 1 1. Introduktion 2. A brief history of interactive computer applications in mathematics education 4 5 3. Frameworks 6 3.1 Imitative and creative reasoning 3.1.1 Mathematical thinking processes and reasoning sequence 6 7 3.1.2 Imitative reasoning 3.1.3 Creative mathematical reasoning 3.2 Joint problem space 10 11 12 3.2.1 Turn taking 12 3.2.2 Social distributed production 12 3.2.3 Repairs 13 3.2.4 Narration 13 3.2.4 Language and action 14 3.3 Formative feedback 14 3.3.1 Feedback and digital technology 14 3.3.2 Formative feedback 15 3.3.3 Features of formative feedback 3.3.4 Dynamic software and feedback as verification and elaboration 3.4 A framework for macroscopic analysis of problem solving protocols 4. Methodology 16 16 18 18 4.1 On using multiple frameworks 19 4.2. Why these frameworks? 20 4.3 Methodological considerations 20 4.3.1 Article 1 21 4.3.2 Article 2 23 4.4 Didactical design 5. Summary of the results of the articles 5.1 Article 1 25 25 25 5.2 Article 2 26 6. Discussion 6.1. Dynamic software affecting students´ reasoning 6.2. Students´ reasoning affecting utilization of computer features 6.3. Implications for teaching 26 28 29 31 References 1 Part 2, the articles i ICT-supported problem solving and collaborative creative reasoning: Exploring linear functions using dynamic mathematics software 1 The relations between reasoning, feedback from software and success in solving mathematical tasks31 ii iii Part 1 1. Introduktion Research on educational technology often sees students’ learning as active in terms of knowledge construction, reasoning, interactive, etc. Consider the following quotes: “Our approach … has been to design a computational microworld that supports 11-14 year-old students by providing them intelligent feedback during their [knowledge] construction” (Noss et al., 2011, p. 63) “Computer application that encouraged students to reason deeply about mathematics increase learning“ (J. M. Roschelle, Pea, Hoadley, Gordin, & Means, 2000, p. 78) “Composing [visual geometric elements] has been used as an interaction to promote deductive reasoning“ (Sedig & Sumner, 2006, p. 22) All these quotes suggest that computer applications may affect students´ actions and learning. It is also emphasized that students should be active when they are learning. Pedagogical software that aims at initiating learning has developed from pure programming applications, through microworlds that are designed to provide the student with specific mathematical tasks that the student may explore and manipulate (Noss et al. 2011), and dynamic software, that allow students to form and manipulate the environment themselves (Ferrara, Pratt, Robutti, Gutierrez, & Boero, 2006). Interaction with dynamic software is a question about interplay. In addition to the way software affect the students’ actions, yet another perspective should be added: the way the students act on software affects the way students learn from the contribution from software. This thesis presents two articles, one investigating the way software supports reasoning and another investigating the way reasoning affects the utilization of feedback from software. Consider the following example where two pairs of students are working with the same task in the environment of a dynamic software, GeoGebra: The students A and B are trying to create a function whose graph is perpendicular to the graph of y=2x-2 and student C and D are also creating a perpendicular graph, but to y=2x-1. Both pairs decide to try y=-x-2. A and B state that the graphs are not perpendicular and, without articulated 1 evaluation, decide to change y=2x-2 into y=x-2, which results in perpendicular graphs. Likewise, C and D state that the graphs are not perpendicular and then argue that y=-x-2 must have less slope and that the slope depends on the x-coefficient. Their conclusion is that they must have a larger x-coefficient than (-1) and decide to try (-0.5), which gives perpendicular graphs. The pairs´ actions are practically equal, the visible information from the software is equal, and they both manage to create perpendicular graphs but their utilization of information from the software is different. The explanation to these differences may be found in the way the two pairs prepared the computer activity. The preparation for and utilization of computer activities are in large extent conveyed by their dialogues that contain products of their thinking that may be interpreted as reasoning. The two articles of this thesis focus on students reasoning with the purpose to understand causes and consequences of different use of dynamic software while solving mathematical tasks. Educational research associated to interactive software often highlights computer features like multiple representations, provider of non-judging feedback, processor of calculations, etc. as beneficial for students’ reasoning and a large number of publications suggest a broader view of mathematical reasoning than for instance just as formal logical (Barwise & Etchemendy, 1998; Jones, 2000) Some propose that computers enhance the development from everyday reasoning into more formal deductive reasoning, and other suggests that interactive software allow students to use less formal reasoning independently from strict logical mathematical reasoning. Lithner’s framework (2008) offers characterizations of reasoning as imitative or creative. The framework is not in particular directed to ICT but the two studies of this thesis show that Lithner’s suggestion of separating the observable reasoning sequence from the thinking processes that created it, is useful for investigating reasoning during software-aided task solving. The assumption that the thinking processes that create imitative reasoning are fundamentally different from thinking processes that create creative reasoning processes is appropriate to investigate the way students’ reasoning affect their use of dynamic software. A reasoning sequence separated from thinking processes can be combined with a collaborative perspective on reasoning, in the sense that two or more students together constructs a reasoning sequence in their attempt to solve a task. Conversation is a fundamental part of collaboration and may be interpreted as reasoning. Collaborative reasoning is a main component in article 1 and discussed later in this coat. In article 2 the information the software delivers as a result of students´ computer actions is considered as feedback. This is, feedback was not delivered from one person to another, it was not prepared, and had no 2 purpose. The effect of the feedback depended on the way students utilized it. This is discussed in article 2 and later in this coat. The aim of article 1 is to develop insights into how GeoGebra can be used as a means of supporting collaboration and creative reasoning during a problemsolving process. The research questions posed were; “To what extent do students use GeoGebra to collaborate during problem solving?” and “What characteristics of GeoGebra might contribute to or obstruct their creative reasoning?” Article 2 aims at developing understanding of the relations between reasoning, feedback, and success in task solving. The posed questions were; “What is the relation between the students’ way of using the feedback that GeoGebra generates and the students´ reasoning?” and “How do students´ ways of reasoning and utilization of feedback from GeoGebra relate to their success in problem solving?” Article 1 builds on research showing that creative mathematical reasoning is beneficial for learning. A study investigating learning effects of imitative and creative reasoning shows that students practicing on tasks encouraging creative mathematical reasoning had less correct answerers while practicing than students practicing on tasks leading to imitative reasoning, but performed better on a test a week later (Jonsson, Liljeqvist, Norqvist, Lithner, in preparation). This indicates importance of designing tasks leading to creative reasoning. Therefore the focus in article 1 was not whether students succeeded or not, but on the characteristics of their reasoning. Anyhow, the results of article 1 indicated that the task (provided the students did not know how to solve it in advance) was only possible to solve through creative reasoning. For example, finding one example of perpendicular lines in a Cartesian system might be possible through trial and error. But to answer the question about the relation between the xcoefficients when two graphs are perpendicular (that their product is -1) the student must either know that relationship in advance or create and justify well-founded strategies. In the latter case, the students must carry out creative mathematical reasoning to find the relation. Out of this the interest in article 2 turned to relations between reasoning, feedback, and success in solving the task. In purpose to say something that shape the path through task solving the interest must turn to the activities that produce the answer. A difficulty is that the path towards a solution may be relatively complex and it is a risk of focusing on objects outside the scope for the study. As indicated so far, more than one perspective has been taken in the two articles and different theories have been combined and used as framework in these studies. This needs to be taken into consideration when methods of analysis and drawing of conclusions are designed. It is crucial that there is a 3 clear connection between research questions, method of analysis, and theories (Gellert, 2010; Niss, 2007; Radford, 2008). The investigations are driven by the interest in students’ reasoning associated to the use of interactive software. This will be further discussed in chapter 4. 2. A brief history of interactive computer applications in mathematics education Since computers were introduced into mathematics education there have been high expectations for improved learning. On of the most ambitious proposals is that the computers ability to support reasoning and computation invites other than a few privileged experts into the world of complex mathematics, a democratization of the access to knowledge (Ferrara et al., 2006). However, even though many studies have shown promising results, the expectations on a broad impact on students’ learning have never been fulfilled (Bottino, 2004). Computers have been used in mathematics education for different purposes, for example as drilling practice when calculating and memorizing of facts, as providers of mathematical problems, as tutorial support, etc. Many of these applications have been digital variants of already existing teaching methods and textbooks (Bottino, 2004). Features of interactivity has been considered as an extension or replacement of existing teaching, for example programming, manipulating of provided mathematic features in artificial microworlds, and interactions with dynamic software (Ferrara et al. 2006). In the seventies and early eighties computers were used in teaching projects. Programming languages as Logo, Pascal, Basic, and others were used with the purpose to help students to make use of and learn about mathematical concepts (Ferrara et al., 2006). The interest for programming waned when it was questioned whether the complexity of learning the programming language was seen as counterproductive to learning mathematics. It was found difficult to separate features connected to programming from specific features of mathematics (Samurcay, 1985). In the nineties, a wide range of software, constructed to bring students to practice a particular mathematical content, was introduced. For example, in line with studies suggesting that students´ errors associated with algebra often could be related to inattention to expression structure, special education software, as Expression, were developed. Expression allowed the students to submit incorrect expressions but the computer would not carry 4 out the associated calculations unless the expressions were correctly submitted. I.e. the students could continue to submit expressions until a correct expression was found. In a study, students who had practiced using Expression were found to internalize the mathematical structure and make less errors (Ferrara et al., 2006). A further development of these kinds of software is the introduction of microworlds, i.e. applications providing virtual contexts with integrated problems and tasks. But in contrast to software like Expression these applications could provide students with hints, associated to the students’ action, which guided them how to proceed. Among these we find for example SimCalc (Ferrara, 2006). Another approach of using technology in mathematics education is the development of dynamic software like GeoGebra, Cabri and Sketchpard. This kind of Software do not provide problems or tasks to solve, but could be used as tools to explore specific mathematical concepts and relations, directed by tasks designed outside the software environment. When dynamic software is used in mathematics education, the teacher needs to define the learning target and create appropriate tasks to the students to solve (Olive et al., 2010). Dynamic software, like GeoGebra, provide an environment where students, for example, may explore the relationships between functions representations; algebraic, graphical and tabular. Given that the teacher assigned them to do so. These dynamic representations afford a more interactive experience that emphasizes meaning-construction rather than symbolic manipulation (Ferrara et al., 2006). The two articles in this thesis investigate in what way GeoGebra may enhance creative mathematical reasoning. 3. Frameworks The basis for the thesis are the two articles, both using combined frameworks. The framework for creative and imitative reasoning (Lithner, 2008) has been the starting point but the ICT-perspective has resulted in consideration of further frameworks. In the article 1 students working in pairs are examined and therefore parts of Roschelle and Teasly´s (1994) framework of collaboration were used. Article 2 focuses on feedback from software and success in task solving, which resulted in merging parts of Shute’s (2008) framework of formative feedback and parts of Schoenfelds (1985) protocol analysis into the framework of the study. Since the articles present only parts of these frameworks a more thorough presentation of each of these frameworks follows. 5 3.1 Imitative and creative reasoning The framework addresses the problem of rote learning in the perspective of key-aspects of imitative and creative mathematical reasoning. Relating reasoning to thinking processes, students´ competencies, and the learning milieu offers possible explanations for consequences of different types of reasoning. The background of the framework is several empirical studies (J Lithner, 2000; J. Lithner, 2003) investigating what made students fail or succeed in solving different practice and test tasks. The focus came to be on the disadvantages of being restricted to imitative reasoning. The framework is trying to separate the reasoning sequence from the thinking process that created it. The reasoning sequence is a product of the thinking processes, which are assumed to be fundamentally different in creative mathematical reasoning and in imitative reasoning. 3.1.1 Mathematical thinking processes and reasoning sequence The notion of creativity is not restricted to genius or experts. Instead ordinary students´ task solving can be based on creative thinking processes that are flexible, fluent, admitting different approaches, and not hindered by fixation. Superficial and imitative thinking allow students to follow solving schemes suitable to specific tasks, which means that analytical and conceptual thinking processes may not be necessary to solve the task. The lack of analytical support makes the choice of solution method haphazard. In order to separate reasoning from thinking processes, the choice is to see reasoning as a product that appears in a reasoning sequence, starting with a task and ending with an answer. The reasoning sequence may consist of written solutions, interviews, think-aloud protocols, etc. In order to exclude creative thinking like brainstorming and creative behaviors like trial and error from creative mathematical reasoning conditions of argumentation and anchoring were added. Argumentation is the part of reasoning that has the purpose of convincing you or someone else that the reasoning is appropriate. Argumentation is predictive (why will the chosen strategies contribute to the solving of a task) and verificative (why did the strategies solve the task). The notion of anchoring is about using relevant mathematical properties of the components of the reasoning. The components are: objects (numbers, variables, functions, etc.), transformations (an object is transformed through a process, e.g. finding max and min of a polynomial), and concepts (a central idea build on a set objects, transformations, and their properties). Anchoring may be in 6 intrinsic or surface properties. Anchoring is associated to the purpose of a transformation, e.g. finding out which is the largest number of 4/5 or 12/18 must be anchored in the intrinsic property of the ratio, not in the surface properties of the size of the numbers. 3.1.2 Imitative reasoning Empirical studies behind the framework have identified two main types of imitative reasoning, memorized and algorithmic. Memorized reasoning Lithner gives an example where 150 students had an examination task, “state and prove the Fundamental Theorem of Calculus”. Half of them got full credit and their answers were copies of the two-page example in the textbook. Most of them who failed had answers that in large parts were as in the textbook but some pieces were missing or different. In a post-test the students were asked to explain a minor part of the proof. Even though they had managed to memorize the whole proof they were only able to explain some sequences. A task asking for a proof may be suitable for memorizing. Two other examples are tasks asking for facts (e.g. “How many dm2 is a square-meter?”) and definitions (e.g. “What is a tetrahedron?”). Memorized reasoning fulfills the following conditions (Lithner, 2008. p. 258): 1. 2. The strategy choice is founded in recalling a complete answer The strategy implementation consists only of writing it down Another type of memorized reasoning builds on established experiences from learning environment including apprehensions of facts, concept images, and beliefs. Examples are arguments like “The slope of the line should be a smaller number because it usually is less than 5”. Algorithmic reasoning An algorithm can be determined in advance and is not necessarily only an explicit chain of executable instructions (e.g. the division algorithm). A wider notion is that all pre specified procedures are algorithms (e.g. zooming in the intersections with x-axis using a graphing calculator to find the zeros of a quadratic function). The main point is that conceptually difficulties are taken care of by the algorithm and only the easy parts are left to the student. Algorithmic reasoning fulfills the following conditions (Lithner, 2008, p. 262): 7 1. The strategy is to recall a solution algorithm. The predictive argumentation may be of different kinds, but there is no need to create s new solution. 2. The remaining reasoning parts of the strategy implementation are trivial for the reasoner, only careless mistakes can prevent an answer from being reached. Algorithms make it possible for students to carry out advanced mathematics with limited understanding, for example it is quite reasonable to learn 7-year old children to differentiate simple polynomials but it is not likely that they understand the mathematics behind the procedure. In algorithmic reasoning the main difficulty is to identify a suitable algorithm. Three common ways will now be described. Familiar algorithmic reasoning The strategy of finding a suitable algorithm is often based on established experiences that certain textual, graphical, and/or symbolical features are related to corresponding algorithms. For example a student solving the task “how many m3 are 287 dm3” knows that when you convert cubic measures from dm3 into m3 you divide with 1000. As soon the algorithm is identified 287/1000 is implemented. Algorithmic reasoning in a task solution fulfills the following criteria (Lithner 2008, p.262): 1. The reason for the strategy is that the task is seen as being of familiar type and can be solved by a corresponding known algorithm. 2. The algorithm is implemented. The arguments that convince the reasoner of the strategy are often based on surface properties, like similarity to practice tasks or the established experience that certain tasks are associated to certain textual and graphical features. As long as the right algorithm is chosen only careless mistakes may hinder reaching an answer. In the example above the student chooses the right algorithm and there is no anchoring in the properties of cubic measure leading to the division with 1000. The student may have remembered wrongly and choose to divide for example with 100 without noticing that this led to the wrong answer. Since familiar algorithmic reasoning not necessarily is based on anchoring in intrinsic mathematic properties it is not reliable in problematic situations. 8 Delimiting algorithmic reasoning Ronald, a 4th grade student, solves the task “how many apples will 12 persons have each if they share 8 apples?” He uses the calculator to divide 8 with 12 and gets the answer 0.66…. He considers this shortly and then divides 12 with 8 and sees 1.5 apples per person as an answer. His argument for the change is that the larger number is usually the one you start with. Delimiting algorithmic reasoning is used when familiar algorithmic reasoning does not work and guidance is not available (e.g. in a test session). It fulfills the following conditions (Lithner, 2008, p.263). 1. An algorithm is chosen from a set that is delimited by the reasoner through the algorithms surface relation to the task. The outcome is not predicted. 2. The verificative argumentation is based on surface considerations that are related to the reasoner’s expectation of the requested answer on solution. If the implementation does not lead to a (to the reasoner) reasonable conclusion it is simply terminated without evaluation and another algorithm may be chosen from the delimited set. Guided algorithmic reasoning There are two common variants of guided reasoning, text-guided and person guided. They are used when familiar or delimited algorithmic reasoning does not work. In text guided reasoning the following conditions hold (Lithner 2008, p.263). 1. The strategy choice concerns identifying surface similarities between the task and an example, definition, theorem, rule, or some other situation in a text source. 2. The algorithm is implemented without verificative argumentation. A structure of a solved example followed by a set of similar tasks is common in Swedish textbooks (Lithner 2008). Text guided algorithmic reasoning is also found as common in small-groups learning situations (Lithner 2003). Person guided algorithmic reasoning fulfills the following conditions (Lithner 2008, p.264). 1. All strategy choices that are problematic for the reasoned are made by a guide, who provides no predictive argumentation. 9 2. The strategy implementation follows the guidance and executes the remaining routine transformations without verificative argumentation. Lithner offers an example where a students want assistance to solve the task “How much is 15% of 90?”. The teacher writes 0.15 multiplied with 90 as the standard algorithm in the student’s notebook. Then the teacher tells the students how to calculate every step in the algorithm. There is no argumentation why this calculation and no anchoring in the intrinsic properties of percentage. After the calculation is processed the teacher leaves without further comments. 3.1.3 Creative mathematical reasoning Two students, Olga and Leila are working on a task where they are supposed to find the rule for two linear functions creating perpendicular graphs. They have managed to create y=2x-1 and y=-0.5x-1. They hypothesized that one xcoefficient must be the negative fourth of the other. They tried this on several examples with different x-coefficients, all failures. A little later the following conversation took place. 1. 2. 3. 4. 5. 6. 7. 8. Olga: what is common for our two examples (y=x-1 and y=-x-1, y=2x-4 and y=-0.5x-4)…. Leila: they are like opposites…. Olga: one divided in two is zero dot five…. Olga: yes… and one divided in one is one…. but minus… Leila: that’s it… one divided in one but minus… Olga: then something times something must be one… but minus…. say a number… Leila: six…. Olga: then the other one must be…. one divided to six…. but minus [submit y=6x and y=-1/6x]… They create a strategy, choose an x-coefficient and divide one with the chosen x-coefficient and turn it into negative to have the other x-coefficient. The argumentation (line 6-8) is predictive. They implement the strategy (line 8, submitting y=6x-1 and y=-1/6x-1) and after the conversation above they state they were right. They verified that by testing on several examples. Finally they draw the conclusion that the product x-coefficients must be (-1) to create perpendicular graphs. On the question from the researcher of why they were right they answered, “one x-coefficient must be minus and if one of them is for example (5) the other one is (-1/5) because they must go in different directions and if one slope is steep the other must be less steep”. 10 This is an example of Creative mathematical reasoning, which is defined as fulfilling the following criteria (Lithner 2008, p.266) 1. Novelty. A new (to reasoned) reasoning sequence is created or a forgotten one is re-created. 2. Plausibility. There are argumentation supporting the strategy choice and/or strategy implantation motivating why the conclusion are plausible. 3. Mathematical foundation. The arguments are anchored in intrinsic mathematical properties of the components involved in the reasoning. Creative mathematical reasoning does not have to be a challenge and the definition also includes elementary reasoning. 3.2 Joint problem space Focusing on socially negotiated knowledge elements, Roschelle and Teasly (1994) investigated computer aided collaborative problem solving. Their framework focuses the process of joint work rather than the outcome. The definition of collaboration is “a coordinated, synchronous, activity that is the result of a continued attempt to construct and maintain a shared conception of a problem” (Roschelle & Teasly 1994, p.70). Roschelle and Teasly make a distinction between collaboration and co-operation, the former is a mutual engagement in solving a problem together and the latter when the problem solving is divided among co-workers. Furthermore, Roschelle & Teasly discuss the distinction between synchronous and asynchronous collaboration. The authors point out that collaboration in face to facesituations is always synchronous. Roschelle and Teasly (1994) formed a framework on the proposal that collaborative problem solving takes place in a socially negotiated and shared conceptual space, constructed through external language, situation and activity, i.e. a joint problem space (JPS). Since the framework aims at investigating collaboration supported by software the computer´s potential to assist students´ explanations and production of shared knowledge is emphasized. To examine joint problem solving it´s necessary to examine not only the content of students’ dialogues, but also how their conversations result in shared knowledge. Roschelle and Teasly (1994) propose a method to structure the conversations and activities during problem solving in a joint problem space (JPS). The JPS is a pragmatic structure into which students introduce and accept knowledge, monitor ongoing activities for evidence of divergences, and repair divergences that impede the progress of 11 collaboration. Categories of events during the conversation that are useful for analysis are; turn taking in general (flew, content, structure), socially distributed productions, repairs, narration, and language and actions. These categories will be presented in the following paragraphs. 3.2.1 Turn taking The structure of the turn taking sequences in a conversation may indicate the degree of students sharing of a common problem. The flow and content are indicators of whether the participants understand each other. During successful collaborative activities, the participants’ turn taking is smooth and builds upon each other’s utterances. However, even successful collaborative problem solving usually includes periods of disagreements and misunderstandings. Furthermore, participants may occasionally withdraw from the interaction when their thoughts are too ill formed or too complicated to articulate. In successful collaborative problem solving these periods of misunderstandings or silence are followed by intense interaction to transform individual insights into shared knowledge. 3.2.2 Social distributed production Roschelle and Teasly (1994) define social distributed production as one way of engaging in turn taking, that is when one participant initiates an idea or a sentence and the partner completes it. An example is sentences havening the form of IF-THEN. One collaborator expresses the IF-part and the other the THEN-part. This means the partners have opportunity to accept or repair contributed knowledge. When both are satisfied with the sentence shared knowledge is produced. 3.2.3 Repairs Repairs mean the collaborators negotiate and solve divergent meanings or misunderstandings. It is about dealing with troubles in speaking, hearing, and comprehension of a dialogue. A collaborative process also includes individual activities, which may lead to conflicts when individual ideas are negotiated with respect to the shared work. In a successful collaboration the intention of the conversation is to reduce such conflicts and maintain shared understanding. That is what Roschelle and Teasly (1995) describe as repairs. Without successful repairs breakdowns in the mutual understanding will continue longer. Unsuccessful repairs may cause students to abandon the current problem, try a new approach, or continue around the impasse without repair. 12 3.2.4 Narration When two students use interactive software sharing one computer they need to take turn in using the keyboard or the mouse. The actions made by one student using the keyboard may be difficult for the partner to interpret. There is a need to describe (narrate) the intention of the activity to one another. These dialogues enhance the partner’s possibility to recognize differences in shared understanding. Continued attention and engagement in one another’s to narration may indicate shared understanding. Interrupting narrations is a possibility to rectify misunderstanding. Narration is useful when one partner signals that an action is not directly intended to contribute to the shared goal; an utterance like “I´m just trying this” signals that the student is exploring something that is not directly related with the task at hand (e.g. find out how a quadratic function works in GeoGebra even though the task at hand concerns linear functions). 3.2.4 Language and action When working with computer support students are not dependent only on verbal communication to maintain shared understanding. The computer environment provides visualizations of actions and gestures. An action (e.g. a submitting an expression into software, manipulating of an existing expression in software, etc.) or gesture can serve as acceptance when one partner interprets the other´s utterances. The production of an appropriate action confirms a shared understanding. Actions and gestures can also serve as presentations of new ideas. On partner demonstrates an idea through computer action or gesture and if the other partner successfully interpret the idea through utterances this indicates mutual understanding of the idea. Effective collaboration to reach shared understanding could be achieved when students’ activities and language complement each other. While one partner concentrates on carrying out activities the other produces utterances that make intentions behind the activity available for commentary and repair. Roschelle and Teasly (1994) used the framework to structure and analyze data gathered in a study investigating students´ process of collaborative problem solving. The results suggest that shared conception is the basis of a successful problem solving. It is furthermore assumed that the process of solving the task and maintaining the joint problem space co-exist. Finally, Roschelle & Teasly discuss conversation, as the key activity to successfully solve the problem and simultaneously construct and maintain the joint problem space. 13 3.3 Formative feedback When students solve problems using dynamic software their planning of and their evaluating of the computer activities will be affected by the feedback that the software generates. Students will use feedback in different ways, which may affect the way they are solving the task. Thus it is important to describe different attributes of feedback. 3.3.1 Feedback and digital technology In terms of feedback, interactive software offers several benefits. The outcome is always accurate and in line with the executed commands, it is delivered instantaneously, and responds to students’ actions without judgment (Sacristán et al., 2010). The capability of digital media to invite students to immediate test and reflect on existing knowledge, enhance exploration of ideas and promotes reasoning and learning (Chance, Garfield, & delMas, 2000; Sacristián et al., 2010). Weir (1987) discusses the use of digital technology in educational situations as trying out something, watching for effects, and responding to feedback. Kieran and Drijvers (2006) stress the tension awakening from differences in output (the feedback), and students´ expectations as most valuable for learning. The features of feedback from dynamic software mentioned above are mostly associated to effects on learning, which is synonymous to formative feedback (Shute, 2008). 3.3.2 Formative feedback A definition for formative feedback is “information communicated to the learner that is intended to modify her thinking or behavior to improve learning (Shute, 2008. p.258). Furthermore, formative feedback is information to a learner in response to some action from the learner´s part. Effective formative feedback should be non evaluative, supporting, timely, and specific (Shute, 2008). With the overarching goal to identify the features of formative feedback that, according to research, are most effective and efficient in promoting learning, Shute presents a comprehensive literature review, that presents guidelines for generating formative feedback. Article 2 adopted parts from Shute´s review that deals with feedback as verification and elaboration associated to feedback on task level. This will be presented in the following. The review (Shute, 2008) is written on the premise that good feedback can significantly improve learning processes and outcomes, if delivered correctly. Emphasis is on the last three words. The vast literature reveals a wide range 14 of formative feedback, e.g. accuracy of solution, topic contingent, partial solutions, etc., and different variables have been identified and scrutinized. The results of investigating the same variables are often divergent and different variables are often shown to interact with other variables, such as students´ achievement-level, task-level, and prior knowledge. Shute (2008) focuses on task-level feedback, as opposed to general summary feedback. General summary feedback may consist of for example information of current understanding, while feedback on task-level is specific and timely information about for example a particular response to a problem or a task. In research, feedback is quite often found to have negative effects. Features of such feedback are often described as; criticizing, controlling, providing grades and indicating students standing negative to peers. Such feedback is however not described as formative (Shute, 2008). 3.3.3 Features of formative feedback Black and William (Black & Wiliam, 1998) propose that formative feedback has two main functions; to direct and to facilitate. Directive feedback tells the student what to correct or revise. Facilitative feedback provides guidance to the students on their revision and conceptualization. In a cognitive perspective formative feedback has the purpose of reducing uncertainty and cognitive load. To receive information about how well a student performs on a task may reduce his or her uncertainty, which may lead to higher motivation and more efficient task strategies (Shute, 2008). A novice or a struggling student can be cognitively overwhelmed due to high performance demands. Supporting feedback, e.g. explanations, can reduce cognitive load. Feedback that may be useful for correcting inappropriate strategies, procedural errors, or misconceptions seems to be effective when the provided information is more specific. Shute (2008) describes this as feedback specificity, which will be discussed in next paragraph. Feedback specificity is the level of information presented in feedback messages. That is, specific feedback provides information about particular responses or behavior in addition to being accurate and tends to be more directive than facilitating (Shute, 2008). Research has reported that feedback is more effective when it provides details about how to improve the answer than just indicating whether students are correct or incorrect. (Bangert-Drowns, Kulik, Kulik, & Morgan, 1991; Mason & Bruning, 2001) Formative feedback may be divided into verificative and elaborative. Verificative feedback provides information whether an answer is correct or not and can be delivered in different ways, e.g. explicitly as a check-mark, or implicitly as an unexpected result of a simulation. Elaborative feedback has several variations, e.g. to address the topic, to provide worked examples, etc. 15 Research has reported that response specific elaborative feedback is effective since this kind of feedback addresses the question why the answer is correct or not. Even though research have isolated and proven specific characteristics of formative feedback as effective for learning, there are no straight and simple advices how to perform feedback. The success of feedback is dependent on other components in education such as students´ achieving-level, complexity of tasks, character of issue, etc. For example there are research describing so-called delayed feedback as beneficial for learning, however only to high achieving students Low achieving students on the other hand, benefit the most from feedback with low complexity. Shute (2008) suggests that a reasonable advice in the case of feedback in mathematics education, when it comes to conceptual tasks, is to keep the feedback specific and clear. 3.3.4 Dynamic software and feedback as verification and elaboration The process of using software to solve mathematical tasks could be described as: trying out something, watching for effects, and responding to feedback (Weir, 1987. That kind of feedback could be labeled as verificative. However, the software does not provide explicit information whether something is correct or not. The students have to interpret the feedback to retrieve useful information. The students’ planning for computer activities is crucial to understand the feedback generated from software. The more prepared the students are the more likely will the feedback be used for elaboration.,(Sacristán et al., 2010) 3.4 A framework for macroscopic analysis of problem solving protocols Schoenfeld (1985) proposed a framework for macroscopic analysis of problem solving protocols focusing on decisions on the executive or decision level. Decisions at the control level are those that affect allocation of problem solving resources. The method provides a way to identify important points of decisions during a problem solving process and to examine the ways individuals´ behavior shape the way the process evolve. Three types of decision points are described: when there are major shifts in the resource allocation, when new information through problem solving activities are coming up, and when difficulties are indicating that something is wrong with the approach. Due to the protocol analysis the conversations are partitioned into chunks of consistent behavior called episodes. Episodes are periods 16 when students mainly are engaged in the same type of activity such as reading, analysis, exploring, planning, implementing, and verifying. Changing from one episode to another is considered as a major shift in allocation and as a possible decision point. The junctures between episodes are decisions points when the students may change direction of the problem solving activity significantly. When new information or possibilities of taking a different approach comes to attention, the problem solver has the possibility to make decisions shaping the problem solving process. New information may arise in the middle of an episode and may not, at least not immediately, be considered. The third possible decision point is when the process of problem solving has been accompanied by minor difficulties for some time, indicating that something is wrong with the approach. All episodes are labeled into reading, analysis, exploration, planning, implementation, and verifying. For each label and the transitions between episodes the framework provides relevant questions. The questions are of various types; some can be answered objectively (e.g. “are the action driven by the goals of the problem?”), others call for judgment of problem solving behavior (e.g. “does the problem solver assess the current stage of her knowledge?”), and some ask for reasonableness of certain behavior (e.g. regarding the last question; “is it appropriate to do so?”). Parsing a protocol into episodes and providing answers to the associated questions obtain a full characterization of a protocol. Schoenfeld (1985) admit that some of these questions can only be answered subjectively, but that such a systematic model will increase objectivity. In order to provide insights into differences between experts’ and novices’ problem solving processes Schoenfeld (1985) analyzed protocols of their mathematical task solving. The study shows that an expert on the control level is more efficient in using what she knows even if the expert doesn´t have recent experiences of the mathematical content of the task. Compared to students considered as novices, the experts more frequently assess and monitor the current state of the solution and more frequently analyze and verify parts of the solving procedure. Schoenfeld (1985) noted that one type of expertise could be defined as someone who knows in advance what kind of information and procedures that are needed to solve familiar tasks. Another type of expertise, on novel problem solving, could be defined as someone who can solve problems of an unfamiliar domain using general problem solving techniques and strategies. Traditionally, the view had been that the reason that novices were less proficient problem solvers was that they lacked content knowledge. Schoenfeld’s (1985) study on the contrary showed that students who recently had studied the mathematical content of the problem 17 were less successful than experts who had no recent experiences of the mathematical content but instead had better general problem solving skills. 4. Methodology This section will discuss the combining of different theories into a research framework, methodological considerations for the two articles, and a background for the design of the didactical situation that was used in both studies. 4.1 On using multiple frameworks The aim of this thesis is to extend our knowledge about students´ reasoning associated to task solving supported by dynamic software. The research questions are central and formulated on basis of what is considered as problematic in relation to this aim. However, the questions are not restricted to any specific theory or method. Therefore it´s important that the questions are associated to relevant theories, methods, and analyses. Lester (2005) distinguishes between theoretical and conceptual frameworks. A theoretical framework is built on established coherent ways of explaining certain kinds of phenomena and relations (e.g. Piaget´s theories of intellectual development and Vygotsky´s sociocultural theory are two prominent ones). Using established theories as fundaments in a framework means that the research questions and the method should be phrased in terms associated with the theory and so would the argumentation, expressions and use of conventions. This has obvious advantages like facilitating communication, sharing and presenting the process among others working with similar questions. Lester points out some problems about using theoretical frameworks. The data may be explained by theoretical decree rather than evidence, the data may be stripped of context and local meaning to fit the theory, the researcher may set a standard for scholarly discourse that is not functional outside the academic discipline and using a single theory may exclude the possibility of triangulation. Like theoretical frameworks, conceptual frameworks are built on previous research but on an array of several sources. It may be based on different theories dependent on what the researcher considers as relevant for the current research problem. A conceptual framework is more for justification than explaining. It is arguing for the appropriateness of concepts chosen for the investigation and whether they are useful given the investigation problem (Lester, 2005). The purpose of using more than one theory and/or framework should be that you might discover further aspects, not to ensure the possibilities of 18 justifying your discoveries (Radford, 2008). Schoenfeld (1992) points out that it is on the researchers responsibility to document and justify when developing methods. Investigating what one finds interesting may mean there are no standard methods. If new methods are not explained and described where they come from and how to be used, the associated investigation can lead to “ad-hoc empiricism” that is theoretically shallow (Schoenfeld, 1992). Niss (2007) states that the increasing complexity of the mathematics education research field has led to more complex research frameworks. Niss also points out that it is crucial to have clear connections between theories, methods, and research questions. Radford (2008), referring to Niss, suggests that a theory can be seen as a way of producing understanding based on: basic principles that delineate the perspective of the research, a methodology including techniques for collecting and interpreting data, and a set of schematic questions, which will generate specific research questions. This gives a context of designing theories for a study working simultaneously with all three aspects. When research questions appear more clearly it will have consequences for methodology and the way basic principles for the study are justified through theories (Gellert, 2010). 4.2. Why these frameworks? Lester (2005) emphasizes the importance of explaining and justifying in what ways different theories will be used for the analysis. Lester argues that a “Grand theory of everything” will never be developed in the field of mathematics education. Instead the focus should be on using smaller, more focused theories and models of teaching. A conceptual framework can be viewed as a source of ideas that can be appropriated and modified for purposes of mathematical education (Lester, 2005). The basic idea in both studies that are included in this thesis is that causes for students´ behavior associated to task solving can be examined through investigating of their reasoning. The tasks are designed with the purpose to represent non-routine tasks and that solving them will engage students´ in creative reasoning. The framework of imitative and creative reasoning (Lithner, 2008) offers structures for capturing articulated results of thinking processes in a reasoning sequence, a path through task solving, and definitions to classify creative and imitative reasoning (see chapter 3 for further details). In the context of collaborative task solving aided by software students need to structure and co-ordinate conversations and computer activities in order to understand each other. There are parts that are mutually silently understood, parts that are mutually understood through visualization, and the outspoken language is sometimes cryptic. The framework of joint 19 problem space (Roschelle & Teasly, (1994) offers a construct that combine conversations and computer activities into analyzable sequences (see chapter 3 for further details). Task solving in collaboration and aided by dynamic software implies that the students prepare a computer action, resulting in information that may be utilized as feedback. Computer feedback itself in the studies of this thesis is neutral, i.e. it is either directly verifying or gives guidelines how to proceed. It is up to the students to determine whether an answer is correct or not, and to evaluate the feedback looking into questions like; why did (not) our idea work. Again, it is the student who chooses how to utilize the feedback. To explain different ways of using feedback it is appropriate to label different forms of feedback that can be associated to different ways of using it. Definitions of Shute (2008) describing feedback on task level as verificative and elaborative has been used in article 2 (see chapter 3 for further details). In article 2 one of the objects of analysis is students’ success in problem solving. With respect to the design of the tasks, the trivial part is to determine whether the answers are correct or not. What is more critical is to have a view of the way the path through the problem solving is shaped. Schoenfeld (1985) suggests a focus on possible decision points is an appropriate way to find moments when problem solving takes new directions (see chapter 3 for further details). Schoenfeld’s (1985) protocol analysis is in article 2 used as a method to find potential and and actual decision points which in turn helps to find the parts of the task solving sequence that are crucial with respect to reasoning and utilization of feedback. Central during the work with both studies has been to maintain a clear connection between research questions, analysis, and justification of results. This will be described in next paragraph. 4.3 Methodological considerations In this chapter consequences of the chosen theories and methods are discussed. With respect to article 1 the choice to study social activities is argued for. In association to article 2 the view of feedback and the contribution of detecting decision points in the task solving sequence are discussed. 4.3.1 Article 1 The purpose of article 1 is to develop insights into how GeoGebra can be used as a means of supporting collaboration and creative reasoning during a 20 problem-solving process. Collaboration associated to working with dynamic software (Hoffkamp, 2009; Rakes, Valentine, McGatha, & Ronau, 2010), and creative mathematical reasoning (Jonsson et al, in preparation) has each independently been suggested as beneficial for learning. Therefore it´s important to investigate the way dynamic software affects reasoning and collaboration. The research questions posed were; “To what extent do students use GeoGebra to collaborate during problem solving?” and “What characteristics of GeoGebra might contribute to or obstruct their creative reasoning?” Due to the two objects of study, reasoning and collaboration, it was considered to combine Lithner´s (2008) framework with the virtual construct “joint problem space” (Roschelle & Teasly, 1994). Pilot studies were carried out with students working both individually and in pairs. Students working in pairs seemed to create rich but also more complex data. The collaborative setting and the addition of Roschelle and Teasly´s (1994) framework brought more complexity since the approach is to focus on the social interaction. Collaboration is considered as constructing shared knowledge through interaction within a social context. Stahl (2005) suggests there is no reason to deny individual thinking and learning in a group activity, but it is more informative to study the processes on group level. Furthermore shared knowledge arising in a group activity cannot be attributed to individuals, although the contributions are individual utterances and shared knowledge are internalized by individuals (Stahl, 2005). Roschelle and Teasly (1994) have a similar view, they don´t deny individuals contributions and internalization but emphasize the social interaction. Reasoning starts in a task and ends in an answer and can be observed in a reasoning sequence as written solutions, interviews, think aloud protocols, etc. The study suggests that collaboration could be added to of the reasoning sequence, including social actions and interactions with software. The approach in the study is to see the components of the collaborative reasoning sequence as results of individual thinking and social collaboration. To gather appropriate data a non-routine task suitable to solve through GeoGebra was designed (see article 1). Students were instructed to work in pairs using one computer, and the conversations, computer activities, and gestures were recorded. In order to answer the question of collaboration the framework of joint problem space (Roschelle & Teasly, 1994) was used and the reasoning was analyzed through the reasoning framework (Lithner 2008). 4.3.2 Article 2 Article 2 aims at understanding the relations between reasoning, feedback, and success in computer aided task solving. Research proposed that dynamic software enhance reasoning, deliver feedback, and as a tool for problem 21 solving (källor). Therefore it is important to investigate the relation of these aspects, not only from the perspective that it is the computer that affects reasoning and provides feedback, but that the students´ actions affect the utilization of feedback. The posed questions were; “What is the relation between the students’ way of using the feedback that GeoGebra generates and the students´ reasoning?” and “How do students´ ways of reasoning and utilization of feedback from GeoGebra relate to their success in problem solving?” Methodologically experiences from article 1 were adapted, in the sense that students worked in pairs, solving a non-routine task, and their conversations, computer activities, and gestures were recorded. Data were structured by the reasoning framework, and since collaboration was not an object of analysis the joint problem space framework (Roschelle & Teasly, 1994) was excluded. Even though collaboration was not an object of analysis students were instructed to work together and data forming the reasoning sequence were results of collaborative activities. The computer was used for task solving and the information that computer activities generated was considered as feedback. In order to distinguish different forms of utilization of feedback definitions of verificative feedback (whether an answer is correct or not) and elaborative feedback (why an answer is correct or not) from Shute (2008) were used. Feedback in the study was considered as a result of students’ planned computer activities and the way they used the result in the subsequent task solving process. This view of feedback reflects Brousseau´s (1997) theories of didactical situations suggesting that feedback not necessarily is information from one person to another. Feedback may as well be result of students´ acting on the learning environment, resulting in changed conditions of the learning environment, which mean the student have reason to change learning behavior. Shute (2008) defines feedback that in research has been considered as effective for learning. Feedback on task level is found effective when it is directed to the answer that students’ (instead of for example to the way students perform or to the topic of the task) produce and is divided in two variants; verifying and elaborating. Verifying means that the feedback informs whether an answer is correct or not and elaborating means that the feedback in addition informs why an answer is correct or not. In the study the choice is to consider feedback from computer as on task level (i.e. it is directed to the task at hand, not to for example how to solve tasks of the topic in general), and the use of feedback as verificative, elaborative or both. Thus the components for analysis are verificative and elaborative use of feedback. During the work through task solving, students face situations where they have to decide what in what direction they will continue. To identify points of decisions that shape the way through solving the task, Schoenfelds (1985) framework for protocol analysis was used. The transcribed data was parsed into episodes, i.e. periods where the problem solvers are engaged in activities of the same type or 22 character. The junctions of such episodes, when new information comes up, and when solving is accompanied with difficulties are considered as possible decision points. Identifying decisions gives an opportunity to understand how decisions shape the way of solving the task, and can help the researcher to find reasons behind the students’ task solving success or failure. Schoenfeld points out that interpreting problem solving through systematic protocols of verbal data is about dealing with subjectivity. Using such a framework for protocol analysis helps the researcher to understand the task solving processes and offers the reader opportunities to form a view of the approach. Only selected parts of the frameworks and theories mentioned in this thesis have been used in the analyses. The choice of what´s regarded as important has been guided by the research questions. For example students’ planning and evaluation of computer activities could have been explained by those parts of Schoenfeld’s protocol analysis that deals with components like monitoring and assessing, and the amount of components associated to use of feedback could have been largely extended. In summary the research questions have been answered by classifying reasoning as imitative or creative (Lithner, 2008), classifying use of feedback as verificative and/or elaborative (Shute, 2008) and identifying protocol analysis decision points that affect task solving success and failure (Schoenfeld, 1985). To gather suitable data a didactical situation was designed, which will be presented in next paragraph. 4.4 Didactical design The didactical situations in both studies, were designed to bring the students to collaborate, working in pairs and to use GeoGebra to solve the given problem. The propositions for the didactical design of these studies are built on theories of Schoenfeld (1985), Brousseau (1997), and on research investigating collaborative problem solving (Lou, Abrami, & d’Apollonia, 2001; Mullins, Rummel, & Spada, 2011). Schoenfeld (1985) argues that students need to work with mathematical problems that to some extent are new to them to develop problem-solving skills. In addition the task must constitute an intellectual challenge. Schoenfeld formed a framework based on four key components: resources (basic knowledge), heuristics (rules of thumbs for non-standard problems), control (metacognition, monitoring, and decision making), and beliefs (mathematical world view). In empirical studies Schoenfeld found that novices often have sufficient resources but are lacking the other three components. In order to provide students with an intellectual challenge, 23 tasks should not include examples or instructions providing solution methods and they should contain requests to explain why an answer is correct. Brousseau (1997) points out the importance of the devolution of responsibility to the students for solving a mathematical task. It is the students who shall create the solution. The problem is formulated so that the learning target for the problem (e.g. the area of the circle, rules for arithmetic, properties of quadratic functions, etc.) must be considered by the students in order to reach a solution. The students must be informed of the circumstances of the problem, like rules of a game, but if they will be instructed how to solve the problem they will not reach the learning target. Research examining students working in small groups aided by computers has shown divergent results. Identified components that affect outcomes of computer aided group activities concern for example; whether the tasks are focused on procedures or conceptual understanding, if the tasks are asking for numerical results or explanations, if the studies are measuring group results or individual results, if studies are measuring individual learning outcome and features of software (Mullins et al, Lou et al.). Considered as beneficial for both group result and individual learning are small groups (2-3 participants) working on a single computer, tasks aimed at conceptual understanding requiring explanations and interactive software (Mullins et al, 2011). Roschelle and Teasly (1995) argue that the collaborative constructing of shared knowledge makes students deal with more advanced learning objects compared to what they do on their own. Several tasks were initially designed and pilot tests were performed to determine whether or not they constituted a challenge to the students. The pilots included settings with individual students and pairs. The data was shown to be richer when pairs were solving the task in collaboration. The two tasks chosen for the two studies provided students in the ages of 16-17 a suitable challenge and were reasonable to solve using GeoGebra. The learning target for both were the components of the formula y=mx+c for linear functions and the rule for the choice of x-coefficients to create perpendicular graphs. The task required only minor instructions in order to reach a sufficient devolution of the problem. 24 5. Summary of the results of the articles 5.1 Article 1 This article investigated the way dynamic software, GeoGebra, may support students´ collaboration and creative reasoning during mathematical problem solving. The research questions posed were: “To what extent do students use GeoGebra to collaborate during problem solving?” and “What characteristics of GeoGebra might contribute to or obstruct their creative reasoning?” Students´ were found to use GeoGebra as a shared working space within all their actions (pointing, sketching, submitting, etc.) were situated and shared. Their individual reasoning was shared and synchronized through collaborative activities where they were mixing language and actions, always using the information from GeoGebra as reference. For example, John and Mike attempted to create a vertical line by using a large x-coefficient, y=1000x-2. John was dubious but Mike insisted to try. Using the information from software they together stated the graph associated to y=1000x-2 still must intersect the y-axis at (0, -2). Furthermore the students´ used GeoGebra as a visualizer to share individual reasoning and to monitor the task solving process. The software offered an environment that is controlled by the student and they may construct and change formulas in line with their reasoning. The interactive features of GeoGebra were both guiding reasoning and provided feedback. The task was designed to invite the students to submit the algebraic expression of the function and the graph associated to the function was displayed. This guided the students into hypothesis before and discussions after the computer activity. This also meant they received feedback on their actions. The characteristic of the feedback was that it was neutral, meaning it did not tell wright or wrong, but it was up to the student to utilize it. However, there were examples when students´ used the information to verify rather shallow ideas. There are some examples when the authors invited the students´ to reflection, which in turn engaged the students into deeper reflections. 5.2 Article 2 The study is focusing on the way students use feedback from dynamic software. The research questions posed were: “What is the relation between the students´ way of using the feedback that GeoGebra generates and the students´ reasoning?” and “How do students´ ways of reasoning and 25 utilization of feedback from GeoGebra relate to their success in problem solving?” This was investigated by observing students who in pair solved a task, which main question was “Find a role how to choose x-coefficient and constant term for two linear functions in a way that their graphical representations are perpendicular”. Feedback was considered as verificative or elaborative. Common for all pairs who reached an answer to the main question was that they reasoned creatively and they used feedback elaborately. The results indicated that predictive argumentation was particularly significant for using feedback elaborately. The article suggests that students´ reasoning affect the way they use dynamic software. Students´ who reason creatively seems to in larger extent utilize feedback more than just verifying compared to students who´s reasoning is characterized as imitative. In research the matter is often discussed the other way around, features of dynamic software affect students´ reasoning. Considering characterize of reasoning as affecting learning means it is of interest investigating characteristics of reasoning in relation to use of dynamic software. 6. Discussion The articles in this thesis build on the idea that the character of students´ reasoning is related to students´ learning behavior in a learning environment. The use of dynamic software has been considered out of two slightly different perspectives; the way dynamic software affect students reasoning and collaboration (article 1) and the way students’ reasoning affect their utilization of feedback generated by the dynamic software (article 2). These perspectives will be discussed in the light of the results of the studies. The chapter concludes with some implications for teaching. 6.1. Dynamic software affecting students´ reasoning The didactic situation used in both studies was designed to encourage creative reasoning among the students. The given task was designed to constitute a challenge to the students and the provided instructions gave no examples or useful algorithms how to solve the task. The students were supposed to create their own solving methods, merely supported by the dynamic software, GeoGebra. During the task solving process, GeoGebra provided the students with opportunities to examine their ideas using the software’s multiple representations and feedback. Finally, the students worked in pairs, which is considered to invite students to engage in reasoning since they need to communicate their ideas with one another 26 (Sacristán 2010; Roschelle & Teasly, 1995). The suggestions of computer application supporting reasoning are often combined with a broader view on reasoning than for example strict formal and logical. Reasoning is described as “exploration of a space of possibilities” (Barwise & Etchemendy, 1998, p.18) or “the process of organizing, comparing, or analyzing concepts and relationships” (Moore-Russo, Viglietti, Chiu, & Bateman, 2013, p. 98). Reasoning, in this sense, is contributing to individual understanding and not only to procedural manipulations. Reasoning in the following paragraphs is understood as the line of thought guided and limited by the students´ competencies (Lithner, 2008) The results of article 1, show that the students used GeoGebra as a collaborative environment within which they shared their reasoning with one another. Furthermore, the study shows that the context of the task solving (two students, one computer, and instructions directing them to use GeoGebra for solving the task) engaged the students to create solving methods and shared goals for their activities. That is, the students proposed ideas, they negotiated what to submit into the software, and they predicted the result of the activity. Since GeoGebra took care of the calculations and drawings, the students didn´t have to carry out these procedures. Instead, as soon as they submitted the algebraic formula into the software they could focus on the feedback generated by GeoGebra. The results of article 1 show that the students used GeoGebra to monitor and evaluate their problem solving process. The easiness to submit expressions into GeoGebra and the quick and informative response from GeoGebra invited the students to create and test their ideas. Furthermore, GeoGebra was used when students did not agree with one another, became uncertain, or when their idea did not work. For example two students, Will and Sam, were uncertain whether the graph of an algebraic formula having a negative x-coefficient would have a positive or negative slope. This was easy tested by simply submitting y=2x+3, and examining the slope of the graph. Another example is Emma and Zoe. Emma disagreed on Zoe´s assumption that the constant term represented the intersections of the x-axis. This was sorted out by submitting y=2x+4, and interpreting the corresponding graph. These exemplified results make it reasonable to conclude that GeoGebra has affected the students reasoning by providing multiple representations (showing algebraic and the associated graphic expressions simultaneously) and offering shared space for visualizing and monitoring thoughts and ideas (e.g. through testing). The results of article 1 show that students often discussed and predicted the outcome when they prepared a computer activity. After submitting their formulas they compared the outcome with their predictions. This was 27 discussed as “creative feedback”, in that sense that the feedback, unlike textbooks, does not provide correct answers and unlike teachers does not offer hints or guidelines. Instead the students had to evaluate the outcome of computer activities and determine whether they were right and decide if and how the results contributed to the solution. In article 1 the feedback generated by the software was found to contribute to students´ creative reasoning. However there were examples when GeoGebra was used to perform merely trial and error activities. In some of these situations the students did not argue predictively or evaluate the results of the activities, instead they just tried something else. These relations between reasoning and feedback became the focus for article 2. That is, the focus of the study shifted from the way software affect reasoning, to the way reasoning affect utilization of software. 6.2. Students´ reasoning affecting utilization of computer features Article 2 investigated the relationships between students’ reasoning, feedback and success in their task solving. The students used GeoGebra to test their created solution methods and the main purpose of their computer activities observed in the study was to receive information about their ideas, i.e. feedback on their activities. The generated feedback was labeled verificative (whether an answer is correct or not) or elaborative (why an answer is correct or not). The results of article 2 show that creative reasoning leads to extended use of feedback elaborately and that the only examples of students who solve the task are those who engaged in creative reasoning and who used feedback elaborately. It seems like those who predict and argue for their computer activities before entering the commands prepare themselves to continue their argumentation verifiably when they receive the feedback from the computer. This indicates that it is important to encourage students to argue predictively for their actions in order to make them evaluate their ideas and finally solve their tasks. There are two examples in article 2 of students who changed behavior, from not predicting the outcome of the computer activities and not elaborating on feedback, into arguing predictively and using feedback elaborately. For example, Olga and Leila spend 40 minutes of fruitless trials, without evaluating their mistakes. When they changed their strategy and argued for their planned computer activities and used feedback elaborately they managed to solve the task. In article 1 there is an example where Luke and Dan used GeoGebra to create a vertical line using a trial and error strategy. It was not until the teacher encouraged them to explain what they 28 had done that their reasoning turned into creative reasoning. They started to argue predictively and evaluate the feedback. The exemplified results are indicating that students who are struggling may turn their task solving into success if they start to evaluate and discuss their mistakes. In the two examples the evaluation brought the students to reason creatively. In the case of Olga and Leila, the shift into creative reasoning was initiated by themselves and in the case of Luke and Dan it was initiated by the teacher. These results indicate that a didactic design would benefit from not providing templates of solving methods such as algorithms and solved examples. As provider of feedback, dynamic software like GeoGebra further enhances opportunities for students to create their own strategies and argue for them, i.e. engage in creative mathematical reasoning. 6.3. Implications for teaching This paragraph will combine the two perspectives discussed above into possible implications for teaching, i.e. the way dynamic software affects reasoning and the way reasoning affects use of dynamic software. Teaching and learning is much more complex in reality than in the context for the two studies presented in this thesis. However, some of the results may be useful for planning classroom activities that enhance creative reasoning. Both studies indicate that students, working in pairs manage to work with challenging tasks with minor guidance and instructions. The software generally provided their need of feedback. In the two studies GeoGebra generated feedback as a result of their computer activities. This kind of feedback could be described as timely (Shute, 2008) since it is directly related to the task solving. Compared to work with pen and paper without guidance the students could always rely of the correctness in GeoGebra’s calculations and graph drawing. That does not mean the teacher is not important. GeoGebra gives opportunities for the teacher to encourage students to predict and explain the result of their activities. Working with the same task, using pen and paper, may make the teacher the one who decides what´s correct or not. Furthermore, that kind of feedback is not necessarily backing up the students´ argumentation for the strategy that created the answer. But when GeoGebra generates its non-judging feedback, the students may together with the teacher evaluate the result based on the students’ predictive argumentation. In article 1 there are examples of students who have come to a solution but they do not discuss the result until the teacher encourages them to do so. 29 The results indicates that the students are not just working with superficial algorithmic procedures but with the intended intrinsic mathematics, i.e. the properties of the linear function y=mx+c and the conditions of perpendicular graphs. In terms of Brousseau (1997) the didactic situation has been shown to offer a reasonable learning environment for devolution of a mathematical problem. This is, the students will have enough instructions to work with the problem. Furthermore, Brousseau (ibid.) argues that if the task has an appropriate design the students will reach the target for learning if they solve the problem. It is important to stress that a successful design for learning involves giving the students the responsibility to create their own solution methods to solve the problem. The students in this study were given that responsibility and those who solved the task worked with the intended intrinsic mathematics, and engaged in creative mathematical reasoning. The literature review and the results of this thesis points out the importance of (at least sometimes) leaving the responsibility of creating solving methods to the students. It is also stressed that students who are arguing predictively for their strategies are more likely to use feedback from software elaborately. Both studies indicate that GeoGebra is guiding creative reasoning and provides feedback both for verification and elaboration. To obtain a situation where students engage in creative reasoning and utilize feedback both verifiably and elaborately this thesis suggests that: • Tasks must not contain solved examples and/or other algorithmic templates guiding the students task solving • The teacher´s role is not to provide the students with solution methods, but to encourage them to create, explain and verify their strategies and solutions • Introduce students to appropriate dynamic technological tools, which provide students with feedback and offer multiple representations, possibilities to create mathematical representations, and opportunities to manipulate mathematical representations 30 References Bangert-‐Drowns, R. L., Kulik, C.-‐L. C., Kulik, J. A., & Morgan, M. (1991). The instructional effect of feedback in test-‐like events. Review of educational research, 61(2), 213-‐238. Barwise, J., & Etchemendy, J. (1998). Computers, visualization, and the nature of reasoning. 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Mathematical problem solving. Orlando, FL: Academic 32 Schoenfeld, A. H. (1992). On paradigms and methods: What do you do when the ones you know don't do what you want them to? Issues in the analysis of data in the form of videotapes. The Journal of the Learning Sciences, 2(2), 179-‐214. Sedig, K., & Sumner, M. (2006). Characterizing interaction with visual mathematical representations. International Journal of Computers for Mathematical Learning, 11(1), 1-‐55. Shute, V. J. (2008). Focus on formative feedback. Review of educational research, 78(1), 153-‐189. Stahl, G. (2005). Group cognition in computer‐assisted collaborative learning. Journal of Computer Assisted Learning, 21(2), 79-‐90. Weir, S. (1987). Cultivating Minds: A Logo Casebook: ERIC. 33 Part 2, the articles Article 1 is presented as it is submitted for review and article 2 is a manuscript. Article 1 is the second version submitted to Journal of Mathematical Behaviour, after addressing comments from the journal’s reviewers on the first version. This article was written in collaboration between Carina Granberg and myself, and we estimate that each of us did approximately half of the work. The design of the study, data collection and analysis was done in collaboration. With respect to writing, I have done more work in the sections on literature review, theory and method and Carina has written more about the analysis and conclusions. But all writing was done in several rounds of reviewing each other’s work and discussions of final formulations. ICT-supported problem solving and collaborative creative reasoning: Exploring linear functions using dynamic mathematics software Authors: Carina Granberg & Jan Olsson Abstract: The present study investigates how a dynamic software program, GeoGebra, may support students´ collaboration and creative reasoning during mathematical problem solving. Thirty-six students between the ages of 16 and 17 worked in dyads to solve a linear function using GeoGebra. Data in the form of recorded conversations and computer activities were analyzed using Lithner’s (2008) framework of imitative and creative reasoning in conjunction with the collaborative model of joint problem space (Roschelle & Teasly, 1994). The results showed that GeoGebra supported collaboration and creative reasoning by providing students with a shared working space and feedback that became the subject for students’ creative reasoning. Furthermore, the students’ collaborative activities aimed towards sharing their reasoning with one another enhanced their creative reasoning. There were also examples of students using GeoGebra for trial-and-error strategies and students who engaged in superficial argumentation. Keywords: Creative reasoning, Problem Dynamic software, Linear functions 1 solving, Collaboration, 1. Introduction One of the challenges in mathematics education is helping students become skilled problem solvers rather than rote learners. A research framework presented by Lithner (2008) describes how rote learning relates to students’ line of thinking or reasoning. Reasoning based on rote learning is categorized as imitative; during lectures, students memorize facts and algorithms and subsequently attempt to recall them when solving tasks. Conversely, creative reasoning engages students in instructive problemsolving processes, during which they develop well-founded and mathematically anchored arguments for their choice of methods. Studies have shown that students who engaged in creative mathematical reasoning to solve non-routine problems during a training session performed significantly better on post-tests than students who used imitative reasoning when working with repetitive tasks. (Lithner, et al, 2013). Other similar studies showed, based on post-test results, that students who work with complex problems outperform students who are given traditional lectures and practice well-structured tasks (Boaler, 1998; Kapur, 2011). Problem solving related to functions (e.g., linear or polynomial) is no exception to students’ tendency to use imitative reasoning and superficial argumentation when they find this type of mathematics difficult (Even, 1998; Hoffkamp, 2011). Similar findings as above have been reported for this type of problem solving. Non-procedural assignments provide students with opportunities to challenge their understanding of relations instead of performing procedures (Ferrara et.al. 2006, Mevarech & Stern, 1997). Moreover, several studies emphasize the value of collaborative work. Students’ verbalization of mathematical concepts to engage in dialogue has shown to be beneficial to enriching their conceptualizations (Hoffkamp, 2011) or establishing mathematical meaning (White, 2012). However, there are studies that problematize these findings, pointing out obstacles to working with non-routine problems without supporting activities (Ploetzner, 2009) and issues with students working in groups. The latter refers to students’ tendency to cooperate, dividing the work amongst themselves, rather than collaborating, sharing understanding and solving the problem together (Roschelle & Teasley, 1994). Research provides various methods of supporting students to develop conceptual understandings as well as collaborative work. One of the suggested methods is the use of dynamic software that allows students to visualize functions and their representations (Rakes et al., 2010), as well as distribute their collaborative problem solving process (Stahl, Koschmann, & Suthers, 2006). 2 The idea of considering the appropriate support for student engagement in collaborative problem solving and creative reasoning combined with the proposition that technology may support these activities brings us to the following question: How can dynamic software (in this case, GeoGebra) support or obstruct students’ creative reasoning and collaborative work during the problem-solving process? 1.1 Aim and research questions The aim of this study is to develop insight into how GeoGebra could be used as a means of supporting collaboration and creative reasoning during a problem-‐solving process. The following research questions will be addressed in this study: -‐ To what extent do students use GeoGebra to collaborate during problem solving? -‐ What characteristics of GeoGebra might contribute to or obstruct their creative reasoning? To examine how GeoGebra may support students’ collaboration and creative reasoning, the didactical situation in this study was designed to allow students to work in pairs to solve non-routine tasks while supported by GeoGebra. The didactical situation was designed to be in line with Brousseau and Schoenfeld’s suggestions, which will be presented in the following section along with the theoretical frameworks used to analyze data. 2. Research framework The following section begins by introducing the theoretical concepts used to design the didactic situation in this study, followed by a presentation of the theoretical frameworks for creative reasoning (Lithner, 2008) and collaboration (Roschelle & Teasley, 1994). The latter will be used for structuring and analyzing the data. 2.1 Designing a didactic situation, creative reasoning and collaboration Students spend much of their time completing textbook exercises in which examples are followed by similar tasks. Thus, students are guided into imitative reasoning that does not give them an opportunity to argue for their strategies (Boesen, Lithner & Palm, 2010). Solving tasks using imitative reasoning may result in correct answers, however, to develop conceptual understanding students need to process mathematical concepts—to struggle, in a productive sense (Hiebert & Grouws, 2007). Schoenfeld (1985) argues 3 that learners need to work with mathematics problems that are somewhat new to them. When students engage in challenging problem solving, they will need, and therefore develop, their mathematical knowledge and understanding as well as their ability to create strategies for working on unfamiliar problems. That is, to engage in creative reasoning students need to work with non-routine tasks for which they have no memorized procedure to imitate to solve the task (Lithner, 2008). Furthermore, to be engaged in creative reasoning, students need to struggle with the problem without guidance towards a correct solution. In line with the idea that imitating procedures is inefficient for learning, Brousseau (1997) suggests a didactical design that leaves some of the responsibility of the problem-solving process to the students. During this part of the didactical situation, defined as an adidactical situation, teachers should not interfere or guide students toward the desired answer. However, the adidactical situation should involve feedback related to the students’ actions. Brousseau (1997) refers to feedback as “an influence of the situation on the pupil,” suggesting that the situation will provide each student with influence “as positive or negative sanctions relative to her action, which allows her to adjust this action, to accept or reject a hypothesis” (Ibid, p. 7). In conjunction with challenging problems and adidactical situations, collaboration is often suggested as an alternative to traditional methods (Boaler & Greeno, 2000; Stahl, Rose, & Goggins, 2011). Students may improve their conceptual understanding in collaboration by engaging in discussions, mutual explanations, and elaboration of underlying mathematical concepts (Mullins, Rummel, & Spada, 2011, Scardamalia & Bereiter, 1994). However, having students work in small groups does not automatically initiate collaboration, i.e., mutual engagement to solve a problem together. Roschelle and Teasley (1995) make the distinction between 'collaborative' and 'cooperative' problem solving. Collaboration is understood as “a coordinated, synchronous activity that is the result of a continued attempt to construct and maintain a shared conception of a problem” (Ibid., p. 70). Cooperative work, on the other hand, is accomplished by dividing the work as well as responsibility among the group members, during which interaction as a learning activity will not take place. The didactical design in this study builds on the following principle: creative reasoning as well as collaboration are more efficient for student learning. To accomplish collaborative creative reasoning, students need to work on a challenging problem within an adidactical situation in collaboration with other students. However, as described earlier, students need support to address such a didactic situation, i.e., an adidactical situation should include 4 feedback, and collaboration is not automatically initiated within groups. The focus of this study is not students’ learning, but rather the support given by a dynamic software, or more specifically, how GeoGebra may support creative reasoning as well as collaboration. In this study, the students worked in pairs on a challenging problem, had a non-guiding teacher present and used GeoGebra as the provider of feedback. To examine how GeoGebra supported their creative reasoning and collaboration, the following theoretical frameworks were used. 2.2 Imitative and creative reasoning – a framework The research framework described by Lithner (2008) defines a learner’s reasoning as his or her line of thought guided and limited by the student’s competencies, which are created in a sociocultural milieu (figure 1). A student’s thinking process, as an imperceptible act of the mind, may become articulated and by that traced in the form of an observable reasoning sequence. The reasoning sequence begins with a task; consists of all actions taken, including a task-solving process; and ends with a correct or incorrect conclusion or a decision to give up. The reasoning sequence can be observed through, for example, the students’ written solutions, think-aloud protocols, or interviews. Figure 1. The origin of reasoning (Lithner, 2008) The reasoning sequence can be described by a path through a task-solving process (Figure 2). The solving process starts with a task, T, for which the student comes up with a solving strategy, S, that is implemented. If the process progresses to the next stage of the (sub) task, V, depends on whether the strategy is successful. Another solving strategy will then be implemented to solve the (sub) task and finally, if the student has not given up, the task solving will end up with a possible conclusion Vn. The reasoning sequence may, for example, be articulated as uttered arguments that are predictive, answering the question of why this strategy will work, or verificative, evaluating why the implemented strategy did or did not work. 5 Figure 2 The path of a reasoning sequence When students solve mathematics tasks, they engage in imitative and/or creative reasoning. Lithner (2008) defines two types of imitative reasoning: memorized reasoning and algorithmic reasoning. In the first type, students recall facts or a complete answer and then write it down. In the second type, students recall or apply solution algorithms that are either memorized or provided procedures (e.g., by the teacher or textbook) that can be followed to reach an answer. During a task-solving process (Figure 2), reasoning is considered imitative if it, in its articulated form, constitutes remembering a solving strategy (S) or a procedure for how to solve the problem. Creative reasoning, in contrast, is described by its novelty, plausible argumentation, and mathematical foundation. Instead of recalling a procedure for how to solve a task, students create or re-create a reasoning sequence that, to some extent, is new to them. Given the task, T, the student creates or recreates and then implements a solving strategy, S. The student’s reasoning, articulated as arguments, is regarded as creative if it is supported by plausible arguments, i.e., suggestions for how to solve the task and a mathematically anchored justification for why the strategy will work, that is, a predictive argument. The arguments may also be verificative, in that they evaluate the implemented strategy and present arguments for why the solution worked or did not work. A problem-solving process guided by creative reasoning will, in general, include imitative reasoning, as well. There are mathematical competences that students benefit from having automatized: geometric facts, multiplication tables, unit conversion etc. These types of automatized procedures can be applied by students without burdening their working memory and thus decrease their cognitive load (Sweller, 1994). Therefore, these procedures enable students to engage in more cognitively demanding mathematical problem solving through creative reasoning. Finally, the didactical design of this study includes students working in pairs. Because the presented framework by Lithner (2008) addresses individual reasoning, a collaborative perspective was added. 6 2.3 Collaborative reasoning – a framework When working in pairs, the competences of each of the two students contributes to their combined thinking process: one student’s uttered reasoning may influence the other student’s thinking process. Furthermore, the feedback from the GeoGebra program may also contribute to their individual thinking. In this way, students’ reasoning becomes an even more complex process. The collaborative reasoning sequence consists of studentstudent interactions and student-GeoGebra interactions (figure 3), which are observable by capturing students’ dialogue, gestures, and screen activities. Figure 3. The origin of reasoning when learners solve problems in pairs using GeoGebra The suggested framework considers individual competences, resources, and shared knowledge observed within group activities. This knowledge is shared in the sense that the students have negotiated and agreed on knowledge they regard as true (or at least plausible). The collaborative reasoning sequence is situated within a joint problem space, or JPS (figure 2), that is constructed and maintained by the students during their problem solving. The concept of JPS will be elaborated on in the following. 2.3.1 Reasoning within a joint problem space (JPS) As described earlier, Roschelle and Teasley (1994) defined collaboration as “a coordinated, synchronous activity that is the result of a continued attempt to construct and maintain a shared conception of a problem” (Ibid., p. 70). Based on this conception, Roschelle and Teasley introduced the concept of a joint problem space as a shared and socially negotiated knowledge structure that consists of goals, a description of the current problem state, and awareness of available problem-solving actions. The JPS includes a negotiated and shared understanding of the following questions: Where are we heading, where are we right now, and how do we get there? 7 The reasoning sequence and the JPS co-exist, beginning with a task and a goal and, if successful, ending in a solved task and the achievement of the goal. To construct a JPS, students must introduce individual resources and ideas. Based on these contributions, they negotiate and create a shared goal, shared knowledge, and solving strategies. Furthermore, to maintain their JPS, students must monitor and control their solving process by observing and repairing misconceptions and disagreements and deciding on suitable strategies. Students’ dialogue, including taking turns sharing suggestions, questions, and explanations, is an essential part of their problem solving as they share reasoning with one another. However, Roschelle and Teasley (1994) suggest that students are not merely dependent on dialogue (language) to create and maintain shared understanding; shared activities (actions), such as gestures, drawing, or interaction with technical devices, also contribute to their communication. Examining how GeoGebra may support students’ collaboration could be achieved by investigating if students are able to uphold their JPS and how they interact with GeoGebra in situations where their JPS is created, maintained and repaired. To study to what extent GeoGebra may contribute to their creative reasoning, it is necessary to identify situations in which students articulate their reasoning, establish if their reasoning is creative or imitative, and determine what type of contributions their interaction with GeoGebra has within these situations. 2.3.2 ICT and teaching functions There are studies that investigate the idea that digital tools, such as graphical calculators and dynamic software, may support students’ learning and understandings of functions. Positive effects demonstrated by experimental groups who used the technology performing better than control groups on post-tests have been reported regarding graphical calculators (Tajuddin, et.al., 2009) as well as dynamics software (Zulnaidi & Zakaria., 2012). To explain these type of positive effects, studies have been conducted to examine students’ problem-solving processes and identify software qualities and learning activities that are beneficial to students’ learning. For instance, software that performs calculations and draws geometric figures and graphs enables students to focus on conceptual understanding rather than executing procedures during problem solving (Nussbaum et al., 2009; Sinclair, 2005). Furthermore, software that offers students the ability to control, design, and manipulate mathematical content is described as beneficial because this 8 software transfers students’ problem solving from the manipulation of symbols to the investigation of mathematical relations (Dicovic, 2009; Moss & Beatty, 2006; Rakes, 2010). Encouraging students to explore and observe relationships between algebraic and graphical representations has also been shown to be beneficial to students’ understanding of functions (Brenner et al., 1997; Ferrara et al., 2006; Mevarech & Stern, 1997), for instance, when students interpret algebraic formulas and graphs as dynamic relationships rather than pictures (Glazer, 2011). However, assigning students to explore representations through interactive animations and the like does not automatically initiate learning; on the contrary, the didactical design is crucial. Students need to process their findings and ideas to be able to develop conceptual understanding (Ploetzner, et.al., 2009) and to discuss and formulate mathematical concepts (Hoffkamp, 2011). Moreover, there is a growing field of research addressing questions about computer-supported collaboration within mathematics education. Research investigating computer-supported problem solving often reports that tasks and software that support collaborative work is more efficient than tasks and software aimed at individual work (Lou, Abrami, & d’Apollonia, 2001). However, ICT-supported collaboration does not automatically improve individual learning and ICT does not by itself support collaboration. The didactical design is important. In a review synthesizing 122 reports involving 11,317 students, Lou et al. (Ibid.) investigated the outcomes of collaborative work. The authors found that the most effective didactical design for individual achievement was small groups in which students engaged in reflection and interaction using explorative software to investigate intrinsic mathematical properties. The design of tasks is therefore important and should be aimed at producing conceptual understanding rather than procedural skills. In the former, collaboration could support students´ learning as it encourages mutual elaboration. In the latter, students tend to split the work amongst themselves and their collaboration becomes cooperation (Mullins, Rummel, & Spada, 2011). Software features that are beneficial for exploring mathematical concepts and relations may also enhance collaboration. Limiting the amount of time students have to devote to time-consuming drawing and calculations has been shown to increase peer participation and mediate group discussions among participants (Manoucheri, 2004). Furthermore, the software’s ability to distribute the problem-solving process to all participants simultaneously is beneficial for maintaining collaboration (Stahl, Koschmann, & Suthers, 2006). Additional gains are related to the software’s ability to record students’ collaborative activities, which can be replayed and manipulated and serve as a reference during students’ interactions (Stahl, 2011). The 9 presented research points at the value of encouraging students to interact with a dynamic software as well as with a fellow student. 4. Methodology The present study adopts a sociocultural perspective that considers competence and knowledge to be skills that students develop through interaction within a social setting. This study emerges from the ideas that both creative reasoning and collaboration are beneficial to students’ learning. The framework of this study merges these perspectives and explores the benefits of collaborative problem-solving activities as well as students’ individual reasoning. Because the aim of the study is to examine how GeoGebra might support collaboration as well as creative reasoning, the didactic design, as earlier described, will include non-routine problem solving while working in dyads and supported by GeoGebra. Furthermore, data collection needs to capture students’ language and actions to examine their interactions with GeoGebra, the construction and maintenance of their JPS and finally, their reasoning as articulated through uttered arguments. The analysis was conducted using theoretical concepts involving individual reasoning (Lithner, 2008) and collaborative problem solving (Roschelle & Teasley, 1994). 4.1 Designing the didactic situation The design of the didactical situation was based on the previously described suggestions of Schoenfeld and Brousseau. The intention was to design an adidactic situation that included a task that students were unlikely to solve using mere imitative reasoning and that instead offered students the opportunity to collaborate and take responsibility for their problem-solving process. 4.1.1. The problem The task was designed to constitute an intellectual challenge for the students, i.e., a problem (Schoenfeld, 1985), and include the construction and interpretation of the algebraic and graphical representations of linear functions. Therefore, a set of tasks that differed from those in mathematics textbooks were constructed, and pilot tests were performed to examine whether the tasks met the design aims, that is, the tasks could not be solved using memorized procedures, but rather they constituted an intellectual challenge. The problem presented below was chosen as appropriate for 16and 17-year-old students in upper secondary school (figure 4). There were no further instructions given regarding the problem. One possible way of executing the first part of the task is exemplified in figure 5. 10 Figure 4. The given mathematical problem. 4.1.2 Working in dyads Lou et. al. ( 2001) argue that small groups are more likely to collaborate than large groups. Therefore, the students in this study worked in pairs. The didactical design provided students the opportunity to collaborate, however because their joint work was an object of study, they were not given any instructions on how to organize their work. 4.1.3 The role of the teachers The researchers acted as teachers during this study, as they both designed and delivered the ‘lesson,’ or the didactic situation. The design, as described earlier, consisted of a challenging problem that had to be solved with a classmate, and the students had a considerable amount of responsibility in the problem-solving process. This lesson design, in general, differs from students’ regular lessons, and they may have found themselves in a situation of uncertainty in which they did not know how to proceed. Therefore, there was a risk that they might give up easily. Thus, the design included the option for the researchers to offer the students support, but without eliminating the challenge. During the problem-solving process, students were given support by GeoGebra and the teachers. Because the support from GeoGebra is the object of this study, the teachers’ way of interacting with the students was guided as to not interfere with the adidactical design of the situation. The teachers began each session with a brief introduction on how to submit functions to GeoGebra, how to adjust submitted functions and how to use the tool to measure angles. These were the only instructions given, and then the problem (Figure 4) was presented to the students on paper. The students were permitted to ask questions, however, to maintain the adidactical design, the authors used prepared responses such as “What would you like to do?”; “Can you explain what you have done?”; “Why do you think that the idea did not work?”; and “Do both of you agree on this?” 11 4.2 Method The 36 students who volunteered to participate (18 female and 18 male) were 16 to 17 years old and were enrolled in two Swedish upper secondary schools. Half of the students were studying in the social science program, and half were studying in the technology program. The study was performed outside of the classroom during students’ free periods. Written informed consent was obtained from each student, and all ethical requirements outlined by the Swedish Research Council (2001) were followed. The students worked in pairs, sharing one computer and using GeoGebra to solve the given problem. None of the students had used GeoGebra before, however, after the teachers’ short introduction they mastered how to submit and adjust algebraic formulas, the angle tool, etc. GeoGebra allows users to construct graphs by typing algebraic formulas into an input field. GeoGebra then displays the algebraic and graphic representations (figure 5). Anything added or changed in the algebraic representation is automatically visualized in the graphical display and vice versa. The tool in GeoGebra for constructing linear functions graphically was disabled for this study. Figure 5: GeoGebra showing representations of four functions 12 the algebraic and graphical Students’ dialogue and screen activities were recorded using the software BB Flashback. Nine of the groups were observed during their work, and gestures such as pointing to the screen were noted. The time needed to solve the task varied from 15 to 45 minutes. Dialogue between the students was transcribed word for word and were related to the students’ activities at the time of the dialogue. The interactivity with GeoGebra was described using square brackets (e.g., [submitting y = 2x - 3]). Documented gestures were added to the transcripts using parentheses (e.g., (pointing at the origin)). 4.3 Analysis method To answer the research questions, data were structured and analyzed using the earlier presented frameworks of Roschelle and Teasley (1994) and Lithner (2008). The analysis focused on students’ language (suggestions, questions, answers, arguments etc.) and actions (gestures and interaction with GeoGebra). The frameworks used in this analysis describe problem solving as a stepwise process. Furthermore, according to Roschelle and Teasley (ibid.), an important activity during their collaborative problem solving is managing misconception and divergences. Thus, interactions of this type were given special focus. Therefore, the first step was to structure the data according to the frameworks’ activity sequences corresponding to the following: 1. Receiving a task/creating a goal, i.e., initiating the reasoning sequence and their JPS, 2. Creating, implementing and evaluating solving strategies, 3. Observing and handling misconceptions and divergences, and finally, 4. Solving the task/reaching the goal. To examine if students were able to engage in collaborative work, that is, uphold their joint problem space (JPS), and how they used GeoGebra to do so, the first step was to identify situations where students created, maintained, lost or repaired their JPS. The next step was to notice activities within these situations, such as introducing individual knowledge and ideas, negotiating a shared goal, and sharing knowledge and solving strategies. Furthermore, activities in which students observed and repaired misconceptions or disagreements were identified. Finally, the way students used GeoGebra during the identified situations/activities was observed. To look into students’ reasoning, our starting point was to identify situations where students implemented solving strategies, uttered predictive arguments before implementing or uttered verificative arguments evaluating a solving strategy. To establish whether their reasoning was imitative or creative, Lithner’s (2008) definition was used. Situations in which students 13 recalled a whole procedure were described as driven by imitative reasoning. Conversely, students’ reasoning was regarded as creative if they created/recreated a solving strategy (not recalling a whole procedure), and (1) they presented arguments why the strategy would work, did work or did not work, and (2) their arguments were anchored in intrinsic mathematic properties. As a final step, their interactions with GeoGebra during these situations were examined. 5. Analysis The objects of this study, students’ collaboration and reasoning during problem solving, were analyzed as described above and the results are presented below. Students’ episodes of silence ending in suggestions, questions, answers etc. were interpreted as periods of reasoning. The frameworks activity sequences during the problem-solving process has been used as headlines that structure the presentation. The students’ construction and maintenance of their JPS will be discussed at the end of each example. The students’ names are fictitious and the dialogue has been translated from Swedish. 5.1 Creating a shared goal All 18 student groups began by engaging in activities to initiate their collaborative work, i.e., their JPS. The given problem had an open-ended design, and all groups initiated their JPS by creating a shared goal. They negotiated and agreed on the appearance of the graphical representations of the four functions needed to compose a square. This process is exemplified by Sara and Anne, who agreed on a shared goal through a flow of turn taking, mixing language, dialogue, and action (in brackets). They started with two divergent suggestions: a straight square (1) and a tilted square (2). 1. Anne: Let’s start with … hmm… a straight square, like this (uses her hands to form a square parallel with GeoGebra’s xand y-axis). 2. Sara: …. Or ... we could make one with a slope ... (she draws a tilted square with the mouse and becomes silent). … or… is it possible to create an ordinary ... I mean … one with no slope? 3. Both: Silence To visually demonstrate their individual reasoning to one another, they used GeoGebra as a reference tool by pointing and sketching in relation to the coordinate axis (1-2). To respond to one another, they needed to 14 interpret and evaluate the visualized ideas, which made Sara question whether Anne’s idea was possible to accomplish (2). Anne responded and used GeoGebra for referencing, clarifying and anchoring her proposition using concepts such as parallel and vertical (4). Sara accepted by adding her own idea as the next step, and their JPS was initiated (5). 4. Anne: Yes, you create two parallel lines like this … and two vertical (draws with her finger horizontal and vertical lines parallel with the x- and y-axis). 5. Sara: Then, we can angle it … so that we will have lines with a slope (draws a tilted square with the mouse). Similar dialogue and activities were observed within all student groups as they initiated their JPS and thus their collaborative work. At the same time, by initiating their JPS, they created the first step of their reasoning sequence. All students used GeoGebra for referencing to visualize their reasoning, articulated as arguments, that is, proposals, motivations, questions and answers. Through negotiation, each student group agreed on an “imagined square” situated in GeoGebra’s graphical field. This way of picturing a hypothetical conclusion, together with GeoGebra’s request for algebraic input, guided the students into a problem-solving process alongside a reasoning process for investigating the properties of the algebraic formulas (y = mx + c) required to agree with the hypothetical conclusion (Figure 6). During this first activity, the students were interpreted as engaging in creative reasoning to initiate their JPS. Figure 6. The path of a reasoning sequence, aiming for a shared goal, the hypothetical conclusion Vn. In the following, the students’ reasoning when creating and implementing a strategy (articulated as predictive arguments), the strategy itself (S), as well 15 as their reasoning when evaluating their strategies (articulated as verificative arguments) will be given focus. 5.2 Creating, testing, and evaluating solution strategies Like Anne and Sara, the majority of the groups (16 groups) agreed on creating a straight square. This choice added difficulty to their solution process because vertical lines are not functions of the form of y = f(x), and none of the students had previously worked with this type of algebraic formula. Out of the 16 groups that created straight squares, 15 groups started with horizontal lines. Ten of the groups presented propositions for how to construct horizontal graphs anchored in the properties of m and c through uttered and anchored arguments, such as m should equal 0 because a horizontal line has no inclination. Three groups used arguments such as y should equal a constant because horizontal lines imply that y should equal the same value all of the time. The remaining three groups agreed on and created correct formulas without presenting arguments for their solution strategy. All 18 groups mixed language, actions (in parentheses), and GeoGebra submissions [in brackets] to establish shared knowledge and test ideas during their work. The following is an example of one of the student groups who argued that horizontal lines have no inclination. These groups began by establishing shared knowledge by uttering their reasoning through arguments such as a horizontal line (1) has zero slope (2); therefore, the m-value should equal zero (3). This idea was typed and thereby visualized (4), and it was subsequently interpreted and confirmed (5). 1. Mary: … Shall we start with the horizontal … two parallel. 2. Ella: Ok, a flat one … one with zero … slope ... (shows a horizontal line with her hand). 3. Mary: Yes, that is … m equals zero. 4. Ella: … if we create a horizontal, I mean … yes, m equals zero, but shall we write 0 x? [writes y = 0x ] 5. Mary: Right! Their next step was to agree on the c-value, which they did by sharing their reasoning and negotiating knowledge. The mathematical term for cross is intersect (6-7), and the intersection with the y-axis (9) correlates with the cvalue (9-12). Ella showed some hesitation by asking a question (10), and 16 Mary visualized her reasoning through uttered arguments, gestures, and referring to GeoGebra (12). 6. Mary: … However, we need to … where it starts ... (points at the y-axis) … where it crosses. 7. Ella: Yes we need … where it intersects … how do we … the intersection? 8. Both: Silence 9. Mary: Yes … but if this one is … 5 ... (points at 5 on the y-axis) that is where it intersects. 10. Ella: Are we talking about m or c? 11. Both: Silence 12. Mary: … c, because we want c to be something … we want it to intersect (points at the y-axis)… and m is the slope (points at the submission field). In addition to referencing and visualizing, these students used GeoGebra to monitor their problem-solving process, gradually adding to their algebraic formula in the input field as they negotiated their strategy (4, 13). In the end, GeoGebra was used for verification (15). 13. Ella: Ok, it will intersect at 5 [completes y = 0x + 5] or? 14. Mary: Yes, let’s try. 15. Ella: [Submits the formula, GeoGebra draws a horizontal line] 16. Both: Yea! High five! The idea was interpreted as successful (16) without any further evaluation. The following students exemplify the groups who concluded that y should equal one value. They did not know how to execute their idea of removing the ‘slope value’ (1-2). Kevin suggested a strategy (2), and Owen presented predictive anchored arguments that it would fail (3). However, they agreed to use this as a visual starting point for their problem solving (4-5) 1. Owen: We need a line with no slope-value, how do we remove that? (silence) 2. Kevin: I do not know, but just submit a formula .. like y=2x+1. 3. Owen: That will not do, it will have a slope … there is a slope-value. 4. Kevin: I know, but then we have something to work with ... figure out how to remove the slope. 5. Owen: Okay [submits y=2x+1]. 17 The graph produced in GeoGebra, corresponding to their formula, constituted the basis for their reasoning (6-11). Owen suggested how to interpret that their function had a slope, anchored with verificative arguments (7, 9) and using the graph to visualize his reasoning. Kevin eventually agreed (10, 12) and they implemented their strategy (13). 6. Kevin: Why does this bugger have a slope?... (points at the graph and becomes silent). 7. Owen: Hmmm … because y has different values all along (point at the graph at different points). 8. Kevin: How do you reason .. I do not ... 9. Owen: …. here y is 3 and … here y is 5 … (points at the graph and the yaxis)… and it becomes a slope. 10. Kevin: Okay, but could we think like that … that y should not change at all then? 11. Owen: Yes. That is right … y is the same value … mmm … like 4 all of the time. 12. Kevin: Lets try that … we write y=4 . 13. Owen: [submits y=4]. Both: Yes! The strategy is considered successful, and they move on without any further evaluation. This is a representative example of students engaging in verificative arguments when GeoGebra presents functions that do not correspond with their hypothetical conclusion (6-9). They then interpret and retrieve information from the result to move on in the problem-solving process (9-12). However, when feedback from GeoGebra confirmed their strategies were correct, the students rarely presented any uttered arguments verifying why the strategy worked (See Mary and Ella as well p.x). Kevin and Owen maintained their JPS by continually sharing their knowledge and strategies through a flow of turn taking, referring to GeoGebra, and visualizing their reasoning for one another. Owen’s verificative arguments (9) were interpreted and processed by Kevin, who expressed their evolved reasoning (10). Constructing vertical lines was a more complex process (see John and Mike below as one example). As a result of their reasoning, the students created, tested, adjusted, or abandoned solution strategies such as choose m-values high enough to make it vertical (3 groups), put y or c equal to zero (3 groups), “remove” y or c (10 groups) because the line should not intersect the y-axis, the slope should equal zero (4 groups) or the “opposite of zero” (1 group). Fifteen groups were able to construct vertical lines. Seven of the 15 groups supported their final solution with the following anchored 18 arguments: x should equal a constant because a vertical line implies that x should equal the same value all of the time. Three groups’ reasoning, articulated as arguments, were that because a horizontal line starts out from the value of the intersection of the y-axis, a vertical line should do the same from the x-axis. Five groups had the idea to swap the formula without any uttered argumentation. Finally, the last group changed its strategy and created a tilted square. John and Mike agreed to create a straight square starting with vertical lines. Their solving strategy was to choose an m-value large enough to make the line become vertical. Of course, this strategy would fail; however, they presented arguments that they found plausible for why their strategy might work: a vertical line must have a large m-value because the slope is huge. They engaged in a problem-solving process including creating, testing, and evaluating a line of algebraic formulas corresponding to their evolving strategies. In the following exchange, they went through three cycles, testing y = 2x + 1, y = 4x + 1, and y = 10x + 1. All three graphs were still visible in GeoGebra (figure 7) when they entered their fourth attempt by aiming for an even larger m-value. 1. 2. 3. 4. Both: Silence John: … We need a really large one…. let’s put m = 100. Mike: Ok [submits y = 100x + 1]. Oh no! Both: Silence Because no cognitive resources were devoted to procedural calculation or drawing graphs, the students’ reasoning could focus solely on interpreting and evaluating the feedback (1, 4). GeoGebra visualized their mistake repeatedly, and the graphs on the screen became a way of monitoring their work (figure 4). John’s interpretation of these graphs led him to eventually realize their mistake. John’s reasoning is articulated through verificative anchored argumentation of why their strategy failed (5,7). Mike eventually interpreted and processed Johns uttered reasoning (8) and realized why they failed (9), followed by presenting evolved reasoning through a predictive argument (10). 19 Figure 7. The three functions visualizing their mistake displayed in GeoGebra, 5. John: No wait … if they are vertical, they … I mean… they should not intersect the y-axis at all... (points at the intersections). 6. Mike: … If we just angle it enough … [submits y = 1000x + 1]. 7. John: [zooming in] No! ... You see, it will still intersect at 1 (points at the intersections again) ... this will not work... 8. Both: Silence 9. Mike: Oh no, all our functions will intersect … We need to… think again… After a period of silence, Mike created and presented a new idea (10), and John agreed by suggesting how to act. Their reasoning is articulated through predictive argumentation (10-11). Their problem-solving process continued, and eventually they reached their goal. 10. Mike: If there is no intersection with the y-axis, then y would not be involved at all… 11. John: Let’s remove y! John and Mike’s reasoning, just as the other students’ reasoning, can be interpreted as recurrently creative because they created/re-created their reasoning sequence. In other words, they needed to process knowledge, 20 negotiate strategies, test solutions and evaluate ideas. Furthermore, their reasoning, articulated as arguments, included suggestions that were in general anchored in mathematical properties. During this process, GeoGebra was used to visualize their reasoning, test strategies and, in particular, provide feedback to use as a foundation for evaluating unsuccessful strategies. Their evaluative reasoning was articulated as verificative argumentation used to adjust their solving strategy. However, GeoGebra was also used for trial and error strategies. Some pairs created strategies without any uttered arguments as to why they might work, and because successful responses from GeoGebra were seldom evaluated, some students ended up with a fruitful strategy without understanding why. The following students created horizontal function that was well negotiated, however, the vertical functions were constructed by swapping the formula without presenting reasons for doing so. It was not until the teacher (1, 6) interfered that they engaged in more creative reasoning (7). 1. 2. 3. 4. Teacher: Great, and why did it work? Leah: The horizontal ... was easy … Pat: ... Yes, we wanted lines with no slope ... we chose m as 0 (points). Leah: … Yes ... like this (points): y = 0x + 5, and that is y = 5 … you see … (points at the formulas). 5. Pat: ... Mmm, and then we swapped the formula … x = 0y + 5 ... and that is x = 5 (points). 6. Teacher: Yes, but why did the swapping work? 7. Both: Silence After a period of reasoning (7), Pat thought of an idea that she then tested (8). She then presented her arguments (8). Leah transferred the arguments to the vertical lines (9). 8. Pat: Yes – no wait: [submits y = 1, y = 2, and y = 8] ... you see! ... (points at the three lines) … yes! … (points at the line y=5) it is horizontal at 5 because y equals 5 all of the time! 9. Leah: Yes, yes, and the vertical is straight up because x equals 5 all of the time! 10. Pat: Super nice! In this example, the teachers’ interactions became important to make the students, or at least Pat, engage in more creative reasoning. Pat and Leah are an example of students who did not engage in collaboration for a part of the time. Pat engaged in creative reasoning by testing ideas without sharing them, aside from her action in GeoGebra. Thanks to the graphs produced by 21 GeoGebra, however, Leah was able to follow her reasoning. Their JPS was therefore maintained and Pat’s uttered reasoning was interpreted, processed and developed by Leah. Leah articulated her evolved reasoning through verificative arguments (9). 5.3 Observing and repairing divergences and misconceptions At one time or another, all of the student groups found themselves in a situation marked by uncertainty, divergence, or misconceptions. Such situations might cause their JPS to cease. As in one of the previous examples, Mike and John discovered a misconception that made them change their solution strategy. Furthermore, the students used GeoGebra to verify knowledge or settle disagreements by performing tests. The boys described below, who tilted their square, were not sure about negative m-values. One of them created a test (2) that the other interpreted (3), whereupon that piece of knowledge was accepted as shared (3-4): 1. Will: However, … if m is negative … what way … I mean … is the slope ... up or down? 2. Sam: Mm … I think ... down … let’s try … mm... [submits y = -2x + 3]. 3. Will: Great … ok … downhill slope... 4. Sam: Yeah! In the following example, the students in one group disagreed with one another. Emma suggested that m and c represent the intersections on the yaxis and the x-axis, respectively. Zoe disagreed (1), and they performed a test (2). Emma accepted the result, and the discussion continued. 1. Zoe: .. you cannot think like that! The formula doesn’t have a number that decides the x-axis crossing! 2. Emma: Yes it does, look! [writes y=2x+4] It will intersect on 2 and 4. (Points) … [submits] ..No! 3. Zoe: You see, the 4 is when it crosses the y-axis but there is no number that crosses the x-axis 4. Emma: Hmmm … (silence) .. Okay, but what is the number 2 then? These types of short sequences, creating tests or applying known tests, were common and important features in the students’ work. Creating tests is one way of verifying recalled knowledge or a created hypothesis that students need to take as the next step in their problem solving. Furthermore, these 22 actions became important for maintaining shared knowledge and ideas to uphold their JPS. There are also examples of students who get stuck in the process their problem solving. The students described below had successfully created two horizontal lines, but had difficulty constructing the vertical lines. They had been engaged in what seemed to be a process of trial and error, attempting different m-values with no deeper evaluation. Their unsuccessful graphs were still visible on the screen when they gave up, their JPS ceased, and they asked the teacher for help. 1. 2. 3. 4. 5. Teacher: Tell me what you want to do. Luke: We want two lines. Dan: Horizontal and vertical. Teacher: And what you have done? Luke: ... Here… (points at the horizontal lines) … we did not take... any value that made them tilt ... they are horizontal (points at the function y=2)… but if you choose a value ... with a steep slope … it will not ... (points at the y-axis) no! ... (silence) yes! But… let’s start out from the x-axis instead (points at the x-axis)! 6. Dan: Yes, can we find something to write... 7. Luke: Well … let’s do like this then ... [submits x = 2] 8. Both: Yes!! ... (laughs) These students were not able to verbalize and evaluate their work. It was not until the teacher initiated this type of evaluation (1) that Luke was able to verbalize his reasoning and to interpret and evaluate GeoGebra’s feedback to create another solving strategy (5). No further evaluations were made, however, their JPS was restored and they continued with problem solving. All actions made during problem solving, within all groups, were situated in GeoGebra, which became a way of monitoring the problem-solving process. To maintain their JPS, students needed to negotiate shared knowledge and strategies, which is closely related to their ability to articulate their own reasoning and to interpret one another’s reasoning. GeoGebra was used to visualize their reasoning for one another through language and actions, i.e., gestures, referencing, performing tests etc. 5.4 Reaching the goal The length of the students’ reasoning sequence and the number of created, tested, and evaluated strategies varied. Four out of the 18 groups became stuck in their problem-solving process and needed support from the teacher. 23 However, in the end, all groups managed to construct and angle their squares. In other words, they were able to create and maintain their JPS, the problem-solving process was successful, and their reasoning sequence culminated in a solved task. There were no differences found regarding solving strategies or time needed between the students in the social science program and the students in the technology program. 6 Conclusions The conclusions are presented in line with the research questions and address the properties of GeoGebra, such as a shared working place, visualizer, interactive environment, provider of feedback etc. 6.1 Collaboration All 18 groups were able to initiate and maintain their JPS; in other words, all student groups engaged in collaboration during their problem-solving process. None of the groups split the work between them; therefore, their collaboration did not turn into cooperation. On the contrary, GeoGebra became a shared working space for their JPS within which their actions were situated and to which their language referred. GeoGebra showed to be the context in which the students created and maintained their JPS by visualizing, negotiating and establishing a shared goal, shared knowledge, and shared solving strategies. Furthermore, they interacted with GeoGebra to uphold their JPS, keeping a shared concept of the problem, by, for example, testing ideas (e.g., Mag and Sus, 5.3), repairing divergences (e.g., Zoe and Emma, 5.3) and retrieving forgotten knowledge (e.g., Will and Sam, 5.3). The students used GeoGebra to coordinate and synchronize their collaborative activities and their individual reasoning (e.g., Mike and John, 5.2). This method of organizing group work, so that it upholds a shared conception of the problem, is described as crucial to creating and maintaining a JPS and therefore to succeeding in collaborative work (Roschelle & Teasley, 1994). Four groups found themselves in situations where their JPS temporarily ceased and they needed support from the teacher (e.g., Luke and Dan, 5.3). 6.2 Creative reasoning During our study, there were shorter periods of dialogue that are fragmental and difficult to interpret, and a stimulated recall interview would probably have given additional valuable data. However, based on the main part of the students’ dialogue, that is, their arguments and to what extent their propositions were anchored in mathematical concepts, the study shows that creative reasoning was traceable within all student groups. During their collaborative work, the students were found to be engaged in creative 24 reasoning, articulated as predictive argumentation, and constructing solving strategies, articulated as verificative argumentation evaluating the solving strategies. All of the students used GeoGebra to test and develop their solving strategies, i.e., to construct and change formulas in line with their reasoning. GeoGebra worked as an interactive partner, visualizing their solving strategies. However, unlike a textbook, GeoGebra did not provide the correct answers, and unlike guidance from a teacher, GeoGebra did not offer clues on how to proceed. Therefore, GeoGebra’s feedback could be described as contributing to their creative reasoning, given that the students needed to interpret and evaluate the feedback from GeoGebra and by that present verificative arguments as to why their idea did or did not work. Their evaluation was then used as basis for their creative reasoning, uttered as predictive arguments, to develop their solving strategies. Even shallowly anchored solving strategies, like trial and error attempts, were evaluated based on GeoGebra feedback. However, verificative arguments mainly occurred when their strategies failed, and successful strategies were in general not evaluated (e.g., Ella and Mary, 5.2). There were cases in this study where students implemented truly shallowly anchored, though successful, strategies that consequently were not discussed at all. It was not until the teacher interacted with the students by asking for this type of evaluation that the students engaged in more creative reasoning (e.g., Pat and Leah, 5,2). 7. Discussion As described earlier, this study shows that students used GeoGebra as a shared context for their joint problem space (JPS), within which they constructed and maintained a shared conception of the given problem (Roschell & Teasley, 1994). Thus, besides distributing the problem solving among participants (Stahl, Koschmann & Suters, 2006), performing graphdrawing and tedious calculations, and preventing students from dividing their work as is common in cooperation (Manoucheri, 2004), this study suggests that GeoGebra’s main contribution, enhancing collaboration, could be described as facilitating sharing. The students used GeoGebra for visualizing, referencing, testing, and monitoring to negotiate shared knowledge, ideas, solving strategies, and the current problem state. Successful collaboration, therefore, is not only an issue of not dividing work, it is about sharing the understanding of the questions: where are we heading, where are we right now, and how do we get there? The overall characteristics of GeoGebra that may enhance creative reasoning can be described as creative feedback, or “positive or negative sanctions relative to her actions, which allows her to adjust the action” (Brousseau, 25 1997, p.7) That is, creative feedback is a visualization of their created and implemented solving strategies without presenting correct answers nor further guidance. This type of feedback is presented as ‘creative’ because it becomes the object of students’ creative reasoning, i.e., their interpretation and evaluation of the feedback in relation to their implemented solving strategy. This problem-solving process differs from working with interactive animations to explore relationships when the animations are chosen and created by the teacher (Hoffkamp, Ploetzner and others). In this case, GeoGebra could be thought of as an empty canvas, on which students needed to create their own formulas to receive feedback on their own actions. In addition to creating their solving strategies, they needed to decide what relationships were important to investigate to solve the problem. Merging these findings leads us to the conclusion that to create and maintain their JPS, students need to share their creative reasoning with one another. Sharing a JPS, including the language and actions within that space, is also sharing a reasoning sequence. The student-student interactions combined with the student-GeoGebra interactivity enabled the students to share their creative reasoning through uttered argumentation and actions in GeoGebra. One students’ uttered reasoning and actions were then interpreted, evaluated, processed, and added to the other students’ reasoning, and the evolved reasoning was thereafter shared again (e.g., Owen & Kevin, John & Mike, Pat & Leah, 5.2). Furthermore, this way of sharing creative reasoning through articulating arguments is not only making one’s reasoning comprehensible to a fellow student, but it also helps to clarify the reasoning to one’s self. These insights were described by Vygotsky (1986) as transforming inner speech to outer speech; as we engage in dialogue and construct verbal utterances, we simultaneously clarify our reduced inner speech, our un-verbalized understanding, to ourselves. That is, one student’s uttered reasoning will impact the line of thought within both students. Finally, this study shows that students may occasionally find themselves in critical situations marked by a JPS ceasing or shallow argumentation, which brings us to the role of the teacher. In addition to designing the adidactic situation (Brousseau, 1997) and including a challenging problem to solve (Shcoenfeld, 1985), the teacher needs to offer students feedback. Timely feedback closely connected to their activities (Brousseau, 1997) was mainly provided by GeoGebra; therefore, the teacher may focus his/her support on critical situations concerning lack of ideas, stagnated dialogue, or insufficient evaluation. The challenge is to successfully interact with the students, encouraging them to continue their dialogue and/or creative reasoning without transforming the design from creative reasoning to imitative, by, for example, presenting a solving strategy. The study showed that asking the 26 students to narrate their ideas, especially by implementing similar strategies and evaluations, could be one way to increase interaction during critical situations. This may help students to clarify their reduced inner speech to themselves as well as to their classmate. To make their reasoning observable and shared and to understand ideas or insights, students need to move forward in their collaborative problem-solving process. 27 References Boaler, J. 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Asian Social Science 8(11), 202-206. 30 The relations between reasoning, feedback from software and success in solving mathematical tasks Author: Jan Olsson Abstract This study investigates the way students’ reasoning and utilization of feedback relate to success and failure in task solving. Sixteen 16-year old students solved a linear function task designed to present a challenge to the students. They were instructed to use GeoGebra as mediator and they had the responsibility to choose solution strategies. The results were analyzed using Lithner´s (2008) framework of imitative and creative reasoning together with Shute´s (2008) definitions of formative feedback. Schoenfeld´s (1985) protocol analysis was used to structure the path through solving the task. The results showed that students who were successful in solving the task reasoned creatively and used feedback elaborately. Keywords: Mathematical reasoning, formative feedback, dynamic software 1. Introduction Two students tried to create a vertical line in the graphic-field of a dynamic software, GeoGebra, by submitting algebraic expressions (y=mx+c). Their strategy had been to increase the x-coefficient until the slope became vertical. “We need a really large one, let´s put in y=100x+1”…. they performed the activity, interpreted the feedback from GeoGebra, and found that their strategy didn´t work… “Wait, if they are vertical they should not intersect the y-axis at all….”. Apparently they predicted incorrectly the result of the activity, they received feedback from the software, and they elaborated on the result of the activity, and drew a correct conclusion. It seems like a dynamic software as GeoGebra offers guiding to the students’ task solving in the sense that they are invited to set up target images for their actions, and the computer’s precise feedback of the action offers possibilities to interpret and elaborate ideas for subsequent actions. Research has shown, that students´ discussions often 31 are mathematically shallow when they are solving tasks. One reason may be that in regular teaching students are not encouraged to create original solution-methods; instead they are guided into rote-learning strategies as they are provided with examples and formulas by instructions (Hiebert & Grouws, 2007; Lithner, 2008). Considering rote-learning, it´s important to investigate the causes, consequences, and alternatives. In the perspective of reasoning Lithner (2008) defines imitative reasoning (IR), which is related to rote thinking and its opposite, creative mathematical reasoning (CMR), which is characterized as creating original solving methods supported by argumentation anchored in mathematics. A study (Jonsson, Liljeqvist, Norqvist, & Lithner, submitted) showed students practicing CMR learned better than those who practiced IR. On the assumption that CMR is better for learning Granberg & Olsson (submitted) performed a study investigating the way interactive software (GeoGebra) supported CMR. It was found that GeoGebra guided students into creating goals, planning activities, receiving feedback, and evaluating the result of the activity. In the present study, the way of using feedback and the associated evaluation is further investigated through questions about the relation between students´ reasoning and using of feedback generated by GeoGebra. Therefor the aim of this study is to investigate the relations between students’ reasoning and the way students use feedback from GeoGebra. Furthermore the relationships between students’ reasoning, their utilization of feedback and their success in solving mathematical tasks will be examined. 2. Aim and research-questions The aim of this study is to develop understanding about students´ utilization of feedback from software, associated to their reasoning during joint problem solving aided by GeoGebra. The research questions guiding this study are: -‐ What is the relation between the students’ way of using the feedback that GeoGebra generates and the students´ reasoning? -‐ How do students´ ways of reasoning and utilization of feedback from GeoGebra relate to their success in problem solving? 32 To examine the students’ reasoning and the utilization of feedback generated by GeoGebra, a didactical design (which will be presented in detail later) used in a previous study (Granberg & Olsson, submitted) was adopted. It was designed in line with didactical propositions of Brousseau (1997) and Schoenfeld (1985) and was found to entail trial and error attempts, creative reasoning, and a source for feedback. Students’ dialogues, gestures and screen activates were recorded and used as data. 3. Research framework and background The main components of the research questions are reasoning, feedback, and success of problem solving. The research questions concern the relations between those components. To structure data Schoenfeld’s (1985) framework for protocol analysis was used. To answer the research questions concepts of Lithner’s (2008) framework was used to analyze reasoning and concepts of Shute (2008) were used to analyze feedback. The paragraphs path of reasoning and ICT and ICT and reasoning are intended as background to discuss the results. Each part of framework and background will be further presented in the following paragraphs. 3.1 Problem solving Schoenfeld (1985) elaborated and extended Pólya’s (1945) four problemsolving phases to the following six: Reading the task, analysis (why properties of a task has certain consequences), exploration (why some outcome will be useful), and planning (why a certain approach would lead to solution), implementing (why the problem solving is proceeding in a proper way) and verification (why a solution is actually reached). Focusing on the decision-making at the executive or control level, Schoenfeld (1985) proposed a method of protocol analysis to examine the way decisions shape the path through problem solving. The protocol is based on the six phases of problem solving and the transitions between these phases. Protocols are parsed into episodes, which are periods of time during which the problem solvers are engaged in a single set of action of the same type or character such as planning, exploration, implementing, etc. Three classes of potential decision points are described; the junction between episodes, when new information or possibilities to take a new approach comes to attention, and when difficulties indicate that there is a need of considering a change of approach. In present study Schoenfeld’s framework will be used in order to structure the students´ solving of tasks into episodes, and to consider whether certain decisions may be related to success of solving the task or 33 not. The conversations and computer activities associated to task solving will be further analyzed through Lithner’s (2008) framework of reasoning. 3.2 Reasoning Students, solving mathematical tasks, will engage in reasoning. Lithner (2008) defines the learner´s reasoning as her line of thought, that is, the thinking process during which learner successfully or unsuccessfully attempts to solve a mathematical task. Reasoning is guided as well as limited by the student’s competences and is created in a sociocultural milieu. Lithner characterizes reasoning as imitative or creative. During task solving students´ strategy may be to recall known facts, algorithms, or procedures that can be followed to reach an answer. Lithner (2008) associates these strategies to imitative reasoning, IR. One variant of IR is memorized reasoning, to recall memorized facts or complete answers, e.g. a proof, a definition, or that 1 liter = 1000 cm3, but mathematical tasks that are solvable in this way are relatively uncommon in school. Most school mathematics tasks ask for some kind of calculation or other process and such tasks can often be solved by algorithmic reasoning (AR), to apply provided or memorized procedures and algorithms. This is often efficient if the algorithm is remembered correctly and then only a careless mistake may prevent the student from reaching a correct answer. Imitative strategies are described as memorizing and recalling, and often lead to rote learning. Creative mathematical founded reasoning (CMR), is characterized by novelty, plausible argumentation and mathematical foundation. That is, instead of recalling a procedure that will solve the task, the students´ create solution methods that, at least to some extent, are new to them. The solution strategies may be supported by plausible argumentation anchored in intrinsic mathematical properties of the involved mathematical components. Lithner (2008) suggests a wide conception of mathematical reasoning. In contrast to strict mathematical reasoning, which means distinguishing a guess from a proof, plausible reasoning includes also distinguishing a guess from a more reasonable guess. Plausible thus reasoning is not necessarily strictly logical but constructive through support of plausible arguments. The more plausible they are, the stronger the logical value. In order to address the question of what an argument is, Lithner (2008) introduced the notion “anchoring”, which refers to its fastening in relevant mathematical properties of the components one is reasoning about; objects, transformations, and concepts. The object is the mathematical component, the transformation is what you are doing with the object (a sequence of 34 transformations is a procedure), and the outcome is another object. A concept is a mathematical idea that builds on objects, their transformations, and their properties. Depending on what is the purpose of a transformation, a mathematical property may be superficial or intrinsic. Lithner (2008) illustrates that in this example (p.261): In deciding 9/15 or 2/3 is largest, the size of the numbers (9, 15, 2, 3) is a surface property that is insufficient to consider while the quotient captures the intrinsic property. If the student, instead of applying a memorized procedure creates an original solution method (provided it´s not done by pure guesswork) it´s necessary to construct arguments for why the method will solve the task. Argumentation may be considered as predictive or verificative. Relating to Schoenfeld’s problem solving phases presented above, in the phases of analysis, exploration, and planning, the arguments are primarily predictive. The phases’ implementation and verification include primarily verificative argumentation (Lithner, 2008). 3.3 Feedback The students´ activities in GeoGebra may have a more or less articulated purpose of finding out something particular. The actual computer activity, when the student’s input is entered and the result of GeoGebra’s processing appears on the screen, generates feedback associated to the action. In this study it is assumed that the computer activity has the purpose to contribute to the solving of the task and the information from GeoGebra is feedback. It is also assumed the student will use the feedback in different ways, e.g. to find out if they are right or wrong, to find clues how to proceed, etc. According to Shute (2008), information meant as feedback to a learner in response to some action on the learner´s part can be delivered in different ways, e.g. verification of response accuracy, explanation of a correct answer, hints, worked examples, and can be administered at various occasions during or after the learning process. Feedback directed to the student´s activity is considered as having effects on student’s learning. This is known as Formative Feedback and has the purpose of promoting learning (Shute, 2008). Shute’s definition of formative feedback is information communicated to the learner that is intended to modify her thinking or behavior for the purpose of improving learning (p.154). In this study the feedback from GeoGebra is a result of an activity planned by the students, not prepared and delivered from one person to another. But the student may have an idea of what feedback she needs, she will shape the computer activity in relation to that purpose and may have the opportunity to use feedback from software to modify and improve her learning. 35 In a review Shute (2008) found that a specific form of formative feedback, Feedback on task-level, is particularly effective for supporting learning. Compared to general summary feedback, feedback on task level is more specific and often provides real-time information about a particular response to a problem or task to the student. In this study the feedback is considered on task-level. Formative feedback consists of two parts affecting each other. In learning situations a teacher may give response dependent on a student’s behavior, which in its turn may affect the student’s behavior. Brousseau argues that feedback does not necessarily comes from a teacher or a peer; it may be a result of the student acting on the learning situation, which in turn will change as a result of the action. If the learning situation change the student has to reconsider her behavior (Brousseau, 1997). Brousseau calls everything that acts on the student or that she acts on the milieu. In the current study one of the main parts of the milieu is the interface of GeoGebra. The dynamic software will respond according to the student´s activity and in turn affect the students´ actions. This will be considered as using feedback from the interactive software. Formative Feedback provides students with two types of information: Verification and Elaboration. Verification is about confirming whether an answer is correct or incorrect and can be accomplished in different ways; explicit, e.g. a prepared peace of information from a teacher or implicit, e.g. expected or unexpected results in a simulation. Elaboration has several variations, e.g. to address the response, discuss particular errors, provide worked examples or give gentle guidance. One type of elaboration, response specific feedback is considered as particularly learning-efficient. Response specific feedback focuses on the learners answer and may describe why or why not an answer is correct (Shute, 2008). In this study the feedback from software is considered as implicit and both verificative and elaborative. If the students have articulated a prediction of the outcome of an activity and just note whether the prediction is fulfilled or not it is defined as verification. If the students discuss the outcome in terms why or why not the result was as predicted or if the outcome is elaborated in some other way (above just noting if a prediction is fulfilled or not) it is considered as elaboration on the feedback. 36 3.4 Path of reasoning and ICT Developing of knowledge is often described as following trajectories or paths. Theoretical insights of the ways learning occurs may be used for planning activities on basis of hypothetical learning trajectories as well as understanding actual task solving activities (Sacristán et al., 2010). Systematic use of digital technology in mathematics education may contribute to learning trajectories with multiple representations, possibilities for inquiry-based task, open investigate practice, etc. which may enhance transitions between cognitive levels, such as from intuitive to formal, from synthetic to analytic, from concrete to abstract, etc. (ibid). Use of interactive software is based on the users existing knowledge, which will influence the medium, and the medium will influence the user. Therefore it is important to emphasize students’ possibilities to express, present, test, refine and adjust their thinking during task solving (Hoyles, Noss, & Kent, 2004; Lesh & Yoon, 2004). The frameworks of Schoenfeld (1985) and Lithner (2008) used for analysis in the present study provide structures to examine students’ path through task solving. Next paragraphs will give a brief overview. Schoenfeld (1985) found that competent problem solvers constantly monitor and evaluate their solutions as they work, which novices do not. Protocols (se the section “problem solving” above) were indicating that novices don´t read or analyze thoroughly or not analyze at all, that they work too long with fruitless ideas, that they don´t verify their solutions, etc. Experts are moving between all phases, often return to a previous one, work parallel with two or more phases, and always verify their solutions. Lithner (2008) suggests that the thinking process is not visible but the reasoning can be observed in form of a reasoning sequence through written solutions, think-aloud protocols, or interviews. The reasoning sequence begins with a task and ends up with a correct or incorrect solution or a decision to give up. Lithner suggests that solving a task can be seen as carrying out the following four steps (Lithner, 2008, p.257); 1. A (sub) task is met, which is denoted problematic situation if it is not obvious how to proceed. 2. A strategy choice is made, where strategy ranges from local procedures to global approaches and choice is seen in a wide sense (choose, recall, construct, discover, guess, etc.). It can be can be supported by predictive argumentation: Why will the strategy solve the task? 3. The strategy is implemented, which can be supported by verificative argumentation: Why did the strategy solve the task? 37 4. A conclusion is obtained. The reasoning sequence can be understood as a path through these four steps, containing momentary stage knowledge, from where the student takes decisions of strategies, which are implemented between stages of momentary knowledge. In their descriptions of path through task solving, Schoenfeld and Lithner are not explicitly considering use of ICT. However, the presence of GeoGebra is supposed to affect the path through task solving and conditions for reasoning. The role of ICT in association to reasoning and problem solving will be discussed in chapter 6 in the light of the results according to the research questions. 3.5 ICT and reasoning In research literature reasoning is often related to interactive use of technology. Notions of reasoning have different definitions; they may refer to for example deductive reasoning, visualized reasoning, symbolic reasoning, or reasoning in more general manner. The process of reasoning is considered as contributing to individual understanding and/or communicating of concepts, a development from everyday expressions towards formal mathematical reasoning or consisting of an array of visualized reasoning, symbolic reasoning, and reasoning in general manner, where all parts have the same importance. Roschelle et al. (J. M. Roschelle, Pea, Hoadley, Gordin, & Means, 2000) claims that a benefit of using interactive software in mathematic education is that students are encouraged to reason. There are different views in what way the features of software may contribute to students reasoning, for example Barwise and Etchemendy (1998) states that computers make representations much more sophisticated and allow students to reason in a natural way without developing into formal mathematic reasoning. Jones (2000) suggests that interactive software including multi-representations help students to focus on relevant mathematical relationships. Heid and Edwards (2001) highlights that the computer feature of taking care of routine work like drawing and calculations allow students to focus on conceptual ideas and in addition allows students to reason with confidence. Studies on the issue of interactive software seem to advocate a broader conception of mathematical reasoning than strict reasoning associated to proof. Expressions like “exploration of a space of possibilities” (Barwise & Etchemendy, 1998, p 18) and “the process of organizing, comparing, or analyzing spatial concepts and relationships” (Moore-Russo, Viglietti, Chiu, & Bateman, 2013, p 98) are related to features of multiple representations, 38 which through thinking and reasoning support the solving of a task (Sedig & Sumner, 2006). 4. Method The method was designed to answer the research questions about reasoning, feedback, success of solving the task, and the relation between those components. To collect data, a similar design of a didactic situation as in a previous study was used (Granberg & Olsson, submitted). In that study the didactic situation was found to engage students in reasoning and to use feedback generated by GeoGebra. 4.1 The didactic situation The didactic situation was built on three propositions: challenge, responsibility, and collaboration. Schoenfeld (1985) argues that students need to work with mathematical problem that to some extend are new to them in order to develop problem solving skills and that the task must constitute an intellectual challenge to the students. Brousseau (1997) propose that if a task shall remain a challenge the students must have the responsibility to create solution methods of their own. Furthermore Brousseau suggests that the teacher should instruct students until they can continue on their own, and then devolving the responsibility for solving the task to the students. During student-active sessions the teacher should not interfere by guiding the students to right answers. If a task has an appropriate design, the students will reach the target knowledge for the task if they solve it. If the teacher offers information how to solve the task the students will not reach the knowledge target. Working in small groups has been reported beneficial for learning under the circumstances that the task is focused on relations and concepts rather than procedures. The former invites to collaboration and the latter to cooperation (Lou, Abrami, & d’Apollonia, 2001; Mullins, Rummel, & Spada, 2011). Collaboration is understood as a coordinated activity that is the result of a continued attempt to construct and maintain a shared conception of a problem (J. Roschelle & Teasley, 1994). In contrast, co-operation means that the co-operators split the task into parts and each one works with different parts. In this study, guiding students into collaboration has the purpose of engaging students in conversations possible to interpret as reasoning The students worked in pairs sharing one computer using the software GeoGebra. The task consisted of creating three pairs of linear functions 39 whose graphical representations where perpendicular and to formulate a rule for the circumstances when the graphs of two linear functions are perpendicular (see the appendix). The author was present and answered questions of technical matter about how to handle GeoGebra and encouraged the students to explain their thinking if they got stuck or considered they had solved the task. 4.2 Sample and procedure Sixteen students from the science program at a Swedish upper secondary school volunteered. They were 16 – 17 years old, 8 girls and 8 boys. The task used for the study was pilot-tested and found suitable for 16-17 years old students. They were informed about the ethical directives from the Swedish Research Council (2001). They had some earlier experiences of linear functions but they had no recent teaching of the issue. The students solved the task outside the classroom in pairs. They used a prepared GeoGebra-file, which contained a textbox with the instructions for the task and all tools were disabled except for the pointer, the “layer-mover”, and the angle-tool. They had a short introduction to GeoGebra, how to submit formulas into the input-field, how to change an algebraic expression and how to use the visible tools. Furthermore they were informed that they could ask for technical matters (how to handle GeoGebra). In situations where students got stuck the author encouraged them to explain what they had done and why they thought that their strategies worked or not. When students considered they had solved the task (or gave up) they were asked why they were convinced they had come to a solution and whether their strategies had been appropriate. Data was captured through screen recording, with integrated voice and video recording. 4.3 Analysis method Research question 1 concerns the relation between the students’ reasoning and the feedback generated by GeoGebra. Students' reasoning was categorized using Lithner’s framework of creative and imitative reasoning (2008). The way that students used GeoGebra’s feedback was examined using the concepts verificative and elaborative feedback (Shute, 2008). The relation between students’ reasoning and GeoGebra’s feedback was analyzed by considering whether the students’ way of reasoning before and after a computer activity could be related to their way of using the feedback from GeoGebra. Research Question 2 concerns how the results from RQ1 relate to students' problem solving success. This will be analyzed by considering whether important decisions are consequences of certain reasoning and use 40 of feedback from GeoGebra The analysis methods indicated here will be elaborated in the following text. The data consisting of conversations, computer interactions, and gestures was transcribed into written text. In order to discuss students’ reasoning and their way of using feedback from GeoGebra in relation to their success in problem solving the eight pairs were divided into two groups; those who reached a reasonable solution and those who did not. The main question of the task, as earlier described, was to: Find a rule how to choose m and cvalue in the formula y=mx+c in such a way that the graphic representations of two linear functions are perpendicular. Schoenfeld’s protocol-analysis provides a way to examine the way students´ decisions shaped the way that solutions evolved (Schoenfeld, 1985, p.292). In order to structure data the transcripts were partitioned into episodes according to Schoenfeld’s six phases of problem solving, i.e. reading, analyzing, planning implementing, exploring, and verifying. Thereafter possible decision points were identified, i.e. junctions between episodes, occasions where new information arose from computer activities or students´ discussions, and sequences accompanied by difficulties. Actual decisions, when students’ utterances or activities indicate how to proceed were noted. These parts were used to consider in what way the decisions contributed to solving parts of the task and if information gained from solving parts of the task were used to answer the main question of the task. In order to relate students´ success in solving the task with the characteristics of reasoning, data were analyzed through Lithner’s (2008) framework of reasoning. Lithner’s (2008) framework was used to classify students´ reasoning into IR or CMR. Students’ conversation, interaction with GeoGebra and gestures were examined and units of argumentation were identified. The characteristics of the argumentation, i.e. the implicit or explicit justifications of the strategy choices and the strategy implementations, were used to determine if the reasoning fulfilled the characterizations of imitative or creative reasoning (Lithner, 2008). The students’ reasoning was regarded as CMR if there were signs of creating a (for the students) new solving method and if their argumentation was anchored in intrinsic mathematical concepts. The reasoning was categorized as imitative reasoning if the (sub) task solutions were based on familiar facts and/or procedures. Finally, the way students used GeoGebra’s feedback was examined using the concepts verificative and elaborative feedback (Shute, 2008). Dialogues and gestures before and after each computer activity were noted. A computer 41 activity in this study includes the student input and the outcome displayed by GeoGebra. Before this moment the students will plan (planning phase) what to submit to the software and afterwards the students may interpret the outcome and discuss how to proceed (verificative and analytic phase). An utterance in a planning phase when the students predicted the outcome of a computer activity was interpreted as a preparation for using the information from GeoGebra as verifying feedback. After a computer activity, in the verificative phase, students could use the feedback from GeoGebra verifiably, identified as utterances of success or failure. If they after the verification used the information to explain, extend pre-knowledge, plan for how to proceed with the task solving, etc. they were considered as using the information from the software elaborately, entering the analytic phase. Finally, the situations of preparing activities and using feedback from GeoGebra were put into relation to whether the reasoning was considered as CMR or IR. To answer RQ1, the use of feedback, verifiably and/or elaborately was associated to the characteristics of reasoning, IR or CMR during the planning of the activity, and to the reasoning when using feedback. To answer RQ2 the reason for students´ success or failure in solving the task were related to decision that the students made and could have made. It was then considered whether the success or failure was related to the characteristics of reasoning and use of feedback. 5. Results All eight pairs were engaged in the problem solving process, however not all of them solved the task. Four pairs came to a reasonable solution of the main task. They used possible decision points for solving sub problems, and used gained information to solve the following sub problems and the main task. Two pairs did not reach a reasonable solution of the main task. They solved some sub problems but did in less extent use their experiences from solving these sub tasks. The remaining two pairs started out as the less successful pairs but changed strategy and completed the task as the more successful pairs. In the following, sequences from one pair from each category will be analyzed with respect to their reasoning and utilization of feedback. Since none of the chosen pairs had a clear understanding of the formula y=mx+c they all needed to clarify the properties of the formula. The following examples are from such sequences. 42 5.1 Alma and Ester Alma and Ester had an exploratory approach to the task and they solved the main task. 5.1.1 Episodes and decision points During their task solving Alma and Ester went through episodes of reading, exploring, planning/implementation, analyzing, and verifying. They had possible decision points at the junctions of episodes and when the computer activity generated new information. Two of those decision points particularly supported their problem solving. The first of these decision points emerged when they realized that they did not fully understand the formula y=mx+c, and they decided to analyze the properties of the formula. The second decision point came up when they had difficulties to find a perpendicular function to y=7x-1, and they decided to change the function to y=2x-1 since (2) is easier to divide than (7). It was also clear that they used information from these episodes of analysis later in the task solving process. In the next paragraph their first episodes of exploring will be analyzed. 5.1.2 Reasoning After reading the instructions they initiated an exploring episode as follows: 1. Ester: well let´s just submit something… 2. Alma: y is equal to seven…. 3. Ester: That means it´s going to be very much like this (almost vertically, in front of the screen) Their suggestion to choose seven as the x-coefficient, is followed by a prediction of the graphical appearance on the screen. They created the strategy themselves and Ester’s utterance and gesture is interpreted as predictive argumentation. This strategy of suggesting something followed by a prediction of the result supported by argumentation, reappeared several times during their work. Some predictions were followed up by verificative argumentation, e.g. “m=7 means the line must increase by 7 every step to the right”, or “this one must have m less than 1 because you go more steps horizontal than vertical”. Their reasoning is classified as CMR. 43 5.1.3 Feedback The following excerpt, considered as an episode of analysis, will exemplify the way Alma and Ester used the information after submitting the function y=-3x-1, which they predicted to have “negative but less slope than y=7x-1”: 1. Alma: This is not 90°…. 2. Ester: No it´s not… but let´s measure it to see how far off we are [uses GeoGebra’s angle tool to measure the angel]… After a discussion ending up in a conclusion that the constant term does not affect the slope of the function and that the slope depends only on m, the xcoefficient: 3. Alma: we must concentrate on m…. After an analysis of different examples of submitted functions Alma summarized using y=2x-1 and y=7x-1 as references: 4. Alma: Well, if we start at minus one…. This one has m=2…. Then you go one step to the right and then two upwards [counting squares with the mouse]…. And this has m=7… if you go one step to the right you go seven upwards [counting squares with the mouse]…. First they used the GeoGebra’s feedback for verification, concluding that they did not have a perpendicular line, and then they initiated an attempt to elaborate on the result. This led them to an episode of analysis where they elaborated on the feedback and investigated the way m and c affect the graphical representation. During their work these students frequently discussed and elaborated on the received feedback according to which they adjusted their strategies. This indicates that they were using feedback from software both as verificative and elaborative feedback. 5.1.4 Relations between reasoning, feedback, and success in problem solving Alma and Ester frequently used CMR to predict the outcome of the computer activities, and they used the feedback from GeoGebra both for verification and elaboration. Furthermore, these students always related their elaborations to their predictions. This indicates a relationships between CMR and elaboration on feedback from GeoGebra. It seems that predictions of computer activities that are founded in CMR gives ground for using the received feedback elaborately. 44 Alma’s and Ester’s decisions to examine the formula y=mx+c and to replace the x-coefficient of (7) with (2) are considered as important for solving the task. Both decisions were taken in episodes of analysis and preceded by elaboration on feedback based on CMR. Information from analysis was then used to answer the main question of the task. These students’ engagement in CMR, and their elaborative use of feedback in the episodes of analysis seems important for their success in solving the task. 5.2 Bertil and Isak Bertil and Isak had an exploratory approach, they solved some sub task but they did not solve the main task. 5.2.1 Episodes and decisions During their task solving, Bertil and Isak went through episodes of reading, exploring, and planning/implementing. Possible decision points were junctions of episodes and when the computer activity generated new information. Their first decision was to submit y=6x-3, followed by an utterance that the function ought to have less slope. After some manipulation they agreed on and submitted y=x-3. Then they submitted y=x-3 which they stated was perpendicular to y=x-3. The decision to change y=6x-3 to y=x-3 made the sub task easier. This decision allowed them to create y=-x-3 rather easily, just changing the m-value from positive to negative. The decision made them find a solution to the sub problem of creating two perpendicular lines. However, no trace was found, that they used gained knowledge to solve other sub problems or answer the mainquestion. 5.2.2 Reasoning After reading the instruction of the task Bertil and Isak went on to implement an example of a linear function. The following excerpt is their first turns of conversation of the first implementing episode: 1. Bertil: if we have…. sort of…. y equal to…. six…. 2. Isak: [types y=6]…. x…. isn´t it…. plus…. 3. Bertil: minus…. because we want to have it down here [points with the mouse cursor at (0, -3)]…. 4. Isak: ok…. [completes y=6x-3 and pushes the enter button]…. like this…. sort of… 5. Bertil: then we must have one going this direction [pointing with the mouse cursor negative diagonally on the screen]… 45 The strategy of submitting a function to have a reference from where to proceed is created by them. Line 3 predicts the intersection to the y-axis, but there is no articulated argumentation of in what way the submitted function will contribute to the solution. As soon the enter button is pushed they start to seek for a perpendicular line without discussing the result of the computer activity (y=6x-3). This is characteristic for their reasoning through the whole procedure of solving the task. Even though they sometimes create solution strategies and sometimes predicts outcomes of computer activities, the lack of argumentation and shallow or absence of anchoring in mathematics means that their reasoning cannot be classified as CMR. It is not clear what the purpose of choosing the function y=6x-3 was. Pointing at (0,-3) seems to predict an intersection with the y-axis (line 3), which may build on remembering that c determines the intersection point to the y-axis and the reason behind the choice of (6) as x-coefficient is not clear from the data. Strategies of recalling memorized facts and procedures means there is less necessity for argumentation, which is characteristic for IR. 5.2.3 Feedback In the example above on line 3, there is a prediction of the intersection with the y-axis, which is consistent with the result of the activity. However, they do not comment on this result that the graph actually intersected at (0,-3). This is considered as using feedback verifiably. The following excerpt is an example from the same episode. The intersection with the x-axis(0.5, 0) for the function y=6x-3 is not what they expected: 1. Bertil: wait… there it is minus three [points at (0, -3)]… why is this situated here then [points at (0.5, 0)]… 2. Isak: should we… should we have ten instead… 3. Bertil: yes… type that…. 4. Isak: yes [submits y=10x-3]… this is even steeper…. but let´s have…. one…. [submits y=1x-3]… It seems like the intersection with the y-axis is what they expected but they question the intersection with the x-axis at (0.5, 0). Instead of trying to understand why the intersection is at (0.5, 0) they repeatedly change the xcoefficient (line 4) until they have the 45° graph associated to y=x-1. There are no attempts to explain why an x-coefficient gives a certain slope. This is considered as using feedback only verifiably, not elaborately. The way of using feedback only verifiably and replacing functions without discussion is characteristic for this whole task solving session. 46 5.2.4 Relations of reasoning, feedback, and success in problem solving The relation between reasoning and feedback is that Bertil and Isak have no argumentation in their preparations of computer activities and they are solely using feedback verifiably. The lack of argumentation is disqualifying the reasoning as CMR. A consequence of the lack of predictive argumentation is that they have no clear perception of what feedback they can expect which makes it difficult for them to elaborate on the feedback when it appears on the screen, and this in turn is a reason behind their failure to solve the task. 5.3 Olga and Leila Olga and Leila’s initial strategy could be described as imitative, trying to remember facts and procedures. During this first half of the task solving process they solved some sub problems but they did not reach an answer to the main question. After 40 minutes they changed strategy. They started to create solution methods, to analyze the received feedback, and eventually they reached an answer to the main question. The following analysis is separated into two parts, before and after the strategy change. The second half will be described as a summary, focusing on the main causes for their success in solving the task. 5.3.1 Episodes and decisions first half During the first half of the task solving session Olga and Leila went through episodes of reading, exploring, and planning/implementing. Possible decision points were junctions between episodes, when the computer activity generated new information, and sequences with difficulties. Their first decision was to implement y=2x-2, whose graph was supposed to intersect the y-axis at (-2) and the x-axis at (2). They did not try to analyze why it did not appear like they expected. Instead they attempted to create a perpendicular line by submitting y=-x-1, which led to a decision to change y=2x-2 into y=x-1. The decisions made them solve the part of the task of creating two perpendicular lines. However, no trace was found, that they used the gained knowledge to solve other sub problems or answer the mainquestion. 47 5.3.2 Reasoning in the first half The extract is from their first conversation after reading the instructions. It is considered as an exploration of the conditions for the task: 1. 2. 3. 4. 5. 6. 7. Olga: c was where it intersected the y-axis…. Leila: yes…. Olga: yes it was…. But what is m…. Leila: m was that value in between…. Olga: yes… the difference when you go…. Leila: yes… Olga: eh…. What should I write then…. The utterances on line 1 and 3 and the attempts to explain on line 4 and 5 indicate that these students are trying to remember the way c affects the intersection with the y-axis and the way to calculate the x-coefficient. The articulated facts are not coherent and there is no argumentation for why these facts may help to solve the task. This is characteristic for imitative reasoning. Only the utterance that “c was where it intersected the y-axis” is used in their first implementation, exemplified in the next excerpt: 8. Leila: should we make it easy and take y=-2 and x=2 [pointing with the mouse at (0, 2) and (2, 0)]…. 9. Olga: yes… go ahead… 10. Leila: [writes y=2x+2]…. No… minus [change and submit y=2x-2]… hm… 11. Olga: yes… and a graph perpendicular to this must go … Line 8 indicates a prediction that the graph would intersect the y-axis at (-2) and the x-axis at (2). Their argumentation is not anchored in mathematics. Their idea is merely to make the implementation easier. There is no argumentation for why the graph did not appear like expected. A few lines down a similar behavior is observed: 12. Olga: no…. that is not perpendicular…. It is too large…. But write y=x-1…. 13. Leila: [submits y=-x-1] this is not 90°…. 14. Olga: no…. but we can change y=2x-2 into y=x-1…. Instead of analyzing why the graphs did not intersect perpendicularly they changed their first function y=2x-2 into y=x-1. This seems like a decision on intuition while there is no argumentation for why it solved the sub task. The approach of trying to remember the way the constant term and x-coefficients 48 affect the graph and the lack of predictive and verificative argumentation classify the reasoning as IR. 5.3.3 Feedback in the first half The first computer activity on line 10, y=2x-2, did not result in the intersection at the x-axis that they predicted. Feedback was not explicitly used verifiably or elaborately. It may have been used implicitly as a reference to plan for a perpendicular line. Feedback from next activity (line 12), y=-x-1, was used verificative, stating that the graph was not perpendicular to y=2x2. They changed y=2x-2 into y=x-1 (line 14) without presenting any arguments why. It seems like the visual feedback made them guess y=x-1 should be perpendicular to y=-x-1. The use of feedback, to suggest y=x-1 is perpendicular to y=-x-1, is not considered as elaborative while there is no articulated attempt to understand why the lines initially were not perpendicular. This example of using feedback merely verifiably is characteristic for the first half of Olga and Leila´s task solving. 5.3.4 Relations of reasoning, feedback, and success in problem solving in the first half The few predictions they articulate (e.g. that the c-value indicate intersection with the y-axis and, wrongly, that the the x-coefficient indicate the intersection with the x-axis) are not supported by predictive argumentation and the feedback from GeoGebra (e.g. the graph associated to y=2x-2) is not elaborated on. It seems like the lack of articulated predictive argumentation may cause difficulties for the students to elaborate on feedback and to use verificative argumentation. The reason behind Olga and Leila´s failure in solving the task during the first half of the session is that they did not try to understand why the feedback from GeoGebra did not verify their predictions. There is some argumentation but it is shallow and not anchored in mathematics (e.g. the choice of y=2x-2 because it would “make it easy”). The lack of predictive argumentation also means they don´t have a basis for analysis of unexpected results of computer activities. 5.3.5 Second half, changing of approach During the first half Olga and Leila did not manage to create perpendicular lines with other x-coefficients than (1) and (-1). The episodes were either labeled as implementing or exploring. They increasingly used their own 49 solution methods but there was none or only shallowly anchored argumentation and no elaborative use of feedback. The turning point, initiating the second half, happened after some 40 minutes. They managed by trial and error to create perpendicular lines submitting the functions y=2x-4 and y=-0.5x-4. They hypothesized that one x-coefficient must be a fourth of the other “but negative” to create perpendicular lines. They tried this on several examples with other x-coefficients without success for about 10 minutes. This is what Schoenfeld describes as a possible decision point based on information indicating that something is wrong. For the first time Olga and Leila carried out what can be seen as an analysis: 1. Olga: I think we started out the wrong way round…. We are looking for a pattern that does not exist…. this one affects the slope [pointing at the x-coefficient]… and this one the intersection with the y-axis [pointing at constant term] 2. Leila: and m affects the angle…. 3. Olga: but why are these angles equal [pointing at the examples on the screen]… 4. Leila: but we said that c doesn´t matter, we can move them here… and there… (pointing with her finger at different areas on the screen) 5. Olga: so it is the slope that matters… and the relation between two different slopes… The sequence above is crucial for the solving the task since they initiated an analysis of the way m and c affect the graphical representation of the function (line 1), and they decided to focus on the relationship between the two x-coefficients of two perpendicular functions (line 5). Next excerpt exemplifies their changed way of reasoning: 9. Olga: what is common for our two examples (y=x-1 and y=-x-1, y=2x-4 and y=-0.5x-4)…. 10. Leila: they are like opposites…. 11. Olga: one divided in two is zero dot five…. 12. Olga: yes… and one divided in one is one…. but minus… 13. Leila: that’s it… one divided in one but minus… 14. Olga: then something times something must be one… but minus…. say a number… 15. Leila: six…. 16. Olga: then the other one must be…. one divided to six…. but minus [submit y=6x and y=-1/6x]… 17. Both: yea…. Their strategy to find the relationship between the x-coefficient of two perpendicular functions generated a hypothesis (line 6). To examine their 50 idea they created a computer activity (line 8) using predictive argumentation anchored in mathematics. The reasoning in this sequence is classified as CMR. The next excerpt exemplifies that their creative and predictive reasoning before the computer activity prepared them to elaborate on feedback: 18. 19. 20. 21. Olga: all right… what do we have… six and a sixth…. Leila: and one of them is minus…. Olga: then the m:s times each other must be minus one… Leila: let´s try m equal to five…. On line 10-11 they used feedback verifiably, stating that their prediction was correct. On line 12 they elaborated on feedback based on their predicative argumentation (line 4-6) and suggested an answer to the main question of the task. On line 13 they initiated an activity to verify their idea and by that the answer to the main question. After this excerpt they verified their idea using several examples and concluded that the task was solved. 5.3.6 Relations of reasoning, feedback, and success in problem solving after changing of approach The relation between reasoning and feedback in the second half of the session is that planning of computer activities includes creation of strategies supported by predictive argumentation anchored in mathematics, i.e. CMR. Then these strategies are implemented and the feedback generated by the computer activities is elaborated in the sense that students use CMR to explain why the feedback verifies predictions or not. The example above shows that Olga and Leila´s predictive argumentation is the basis for the elaboration on feedback. This indicates that the argumentation behind the prediction prepared them for using the feedback, e.g. that the activities (y=6x and y=-1/6x) verify the prediction of creating perpendicular lines. The reason behind Olga and Leila´s success in solving the task is that they after a long period of fruitless trials carried out an analysis of their examples, y=x-1 and y=-x-1, y=2x-4 and y=-0.5x-4. This analysis initiated a change of reasoning into CMR, i.e. they started to argue for their strategies and predictions. When the analysis turned into implementation they started to elaborate on feedback, for example they discussed how to choose xcoefficients to provide perpendicular lines. There is a clear distinction between their reasoning before and after the sequence where they were trying several examples with different x-coefficients on the assumption that one x-coefficient should be the negative fourth of the other. As long as they did not support this prediction by argumentation they did not come closer to 51 a solution. After analysis of the examples, they argued for the relationship that one x-coefficient must be minus one divided to the other. Through elaboration on feedback they continued towards a solution of the task; the product of the x-coefficients must be (-1). 5.4 Final remarks and possible conclusions A conclusion associated to research question 1 from of the analysis is that only the students who´s reasoning is characterized as CMR use feedback from software elaborately. The examples of elaborating on feedback are mostly related to argumentation associated to predictions. For example, Alma and Ester predicted that a perpendicular line to the graph of y=7x-1 must have a negative x-coefficient larger than (-7), which was elaborated into the conclusion that it is the x-coefficient that affects the slope. Another example is that Olga and Leila´s prediction that (1) divided by the first xcoefficient will give the other “but negative” was elaborated into the conclusion that the product of two x-coefficients giving perpendicular lines is always (-1). There are a few examples of computer activities where students just submit a function to see what happens. Alma and Ester’s first submitted function, y=7x-1, is one example and Bertil and Isak´s first function, y=6x-3 is another. The difference is that Alma and Ester argued predictively for the outcome, which Bertil and Isak did not. Bertil and Isak changed into another function without trying to understand the properties of the graph while Alma and Ester did not replace the function until they had elaborated on the feedback. The reasoning of Bertil and Isak and Olga and Leila (in the first half of the session) was classified as imitative reasoning. However, both had some parts characteristic for CMR, they both created solution methods and they tended to predict the outcome of the computer activities. But as long as they did not provide argumentation for their predictions or why their methods would solve the task they did not elaborate on feedback. A conclusion associated to research question 2 is that only the students who´s reasoning is CMR and who´s use of feedback is elaborative are successful in solving the task. Common for pairs who succeeded in solving the task was that they in some sequences analyzed the outcomes of computer activities. Alma and Ester´s reasoning was mainly CMR and sequences of analysis were initiated by elaboration on feedback, for example after submitting y=-3x-1 they decided to sort out the properties of the components in the function y=mx+c. The gained knowledge of the formula was then used to answer the main question of the task. Olga and Leila´s change from imitative reasoning into CMR was preceded by a sequence when they were trying several variations of the idea that one x-coefficient should be the negative fourth of the other. This was fruitless and they realized they had to 52 try a new approach, that is, they initiated an analysis of x-coefficients and changed manners of reasoning into CMR. That included argumentation for predictions, which was elaborated into an answer to the main question of the task. Bertil and Isak also tried several variations but never out of the same idea. This may be the reason why they never came to analysis of the results of computer activities and maintained imitative reasoning and why they failed in solving the task. 6. Discussion This study shows that students used GeoGebra as the main environment for their task solving. The students’ activities were focused on performing computer activities to receive feedback that could be used to solve sub problems and finally to answer the main question of the task: That is, to find a rule for how to choose constants of the formula y=mx+c in such a way that the graphical representations of two linear functions are perpendicular. The analysis shows that the students’ process of task solving follows the following pattern; preparing a computer activity, receiving feedback from computer activity and finally using feedback. These steps will be discussed using the earlier presented notions of reasoning and the path of task solving. 6.1 Reasoning and paths of learning The didactical design, where students solve a challenging task aided by a dynamic software puts the computer in the center of the task solving process. The computer activity, i.e. the moment when the students submit their function, coincide with junctions of episodes. The episodes of planning and implementation before the computer activity will, afterwards, be replaced by episodes of verification and elaboration. This study shows that the more the students engage in thorough planning before the activity, the better they are prepared to utilize GeoGebra’s feedback. The feedback itself is just a response, a visualization of the submitted commands. It is up to the students to choose how to use the feedback, merely as verification or additionally for elaboration. Planning and using of feedback is articulated through their conversations. These may be put in relation to students’ reasoning, provided a broader view is taken of mathematical reasoning than merely associated with formal logic. Lithner’s (2008) definition of mathematical reasoning (see earlier chapter “Framework and background”) is not restricted to formal logic and not associated to genius. That is, reasoning is associated with both high stake 53 and elementary tasks and not just with high achieving students. The framework by Lithner (2008) distinguishes between different ways of reasoning, and could be used to examine students’ motives of using feedback from GeoGebra for verification or elaboration. Lithner (ibid.) suggests that a reasoning sequence, when solving a task, can be understood as a path through the following steps, 1) a problematic task is met, 2) a strategy choice is made, 3) the strategy is implemented, 4) a conclusion is obtained (see chapter “Framework and background). The pattern of task solving emerging from the present study (preparing a computer activity, implementing the computer activity, utilizing of feedback) seems to let students focus on planning and utilizing of feedback. Entering the commands and push the enter-key is just a short sequence and, compared to pen and paper, the computer process calculation and drawing quickly with great accuracy and the students may focus on the result instead of on the process. The computer activity initiate phase 3 and is a clear distinction between 2 and 3. In a teaching situation this may help both teachers and students to predict and understand the path through task solving, which is beneficial for both planning and assessing activities (Sacristán et al, 2010). In line with the results of this study teachers should encourage students to argue predictively and verifiably for their strategies. The recognizable visible path through task solving enhances teachers to encourage students´ argumentation in the right moments of the solving process, instead of providing them with solving methods. The analysis using Schoenfeld’s six phases of problem solving shows a significant difference between the students who solve the task and those who don´t. The former carry out what is interpreted as analysis in some of the episodes. Schoenfeld (1985) found that novices, in contrast to experts, don’t analyze the problem thoroughly enough, they tend to work too long with fruitless ideas and they don´t verify their solutions. These shortcomings were all observed in the present study, therefore none of the students could be labeled as experts regarding problem solving. The student groups who succeeded had, as far as it could be observed, similar pre-knowledge about linear functions as the ones who failed. The differences in success seem rather to be related to the way they made use of their knowledge. This study did not gather more specific information about students’ pre-knowledge and the sample is too small to draw any general conclusions. However it is still interesting that differences in success of solving the task seems to relate to students’ engagement in analysis, which in turn, as this study indicates, is related to CMR. Theoretical insights of learning as developing through paths or learning trajectories can be used both to plan activities and to understand actual task 54 solving activities. This study shows that the students who´s reasoning could be characterized as CMR, used feedback from software elaborately and they were more successful in solving the task. Students who´s reasoning were characteristic as IR, didn´t elaborate on the received feedback and didn’t solve the task. Furthermore, the results indicate that it is crucial that CMR is present during the planning of the computer activity. Engagement in CMR provides the conditions for using feedback elaborately, and to present verificative argumentation. In a teaching situation these insights can be used to encourage students’ to make predictive argumentation in the planning phase and to refer to their predictive argumentation when they use the received feedback. This study suggests that the characteristics of reasoning affect the way students use feedback from a dynamic software. Research in general discusses this matter the other way around, that is, the use of a computer affects the students’ reasoning (Barwise & Etchemendy, 1998; Jones, 2000). Features like multiple representations, taking care of procedures, and neutral feedback are supposed to contribute to reasoning (Sedig & Sumner, 2006). Common for many studies is the suggestion that interactive software open up for a broader view of reasoning, for example not just related to logical proofs. The combination of software features supporting reasoning and the idea that students’ way of reasoning is important for learning, is challenging. This study shows examples of CMR related to successful task solving and examples of imitative reasoning related to unsuccessful task solving. Although they are all using GeoGebra, which offers multiple representations, taking care of procedures, and neutral feedback. 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Two functions are submitted and the angle measure tool is used. The yellow box contains the instructions. 58
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