Graphics Handheld Research


Time/Duration of Use
How does length of time of access to handhelds affect learning?

While longer time of graphics calculator use may increase learning, quality of use counts more than quantity.

A review of 43 key comparative and interpretive studies examined this issue.  The review concluded:

Length of usage time affects the impact on learning.
Quality of use counts more than quantity of use: learners whose teachers illustrated connections between representations and emphasised concepts had greater success with less time of use than did learners whose teacher focused only on technological and algebraic approaches.
Handheld graphics technology can be underused - especially if learners are not sure how to make use of it in their work.
The technology can be over used - learners accept information uncritically.
However, a peer-reviewed meta-analysis of 54 of studies with the strongest form of evidence, high-quality experimental and quasi-experimental studies, found inconclusive results:
Both positive and negative effects on conceptual understanding were related to time of use.
 Reference: (Burrill, Allison et al. 2002), Michigan State University
 Reference: (Ellington 2003), Virginia Commonwealth University

Continuous access to graphics calculators is important. Learners do better in maths when they use a graphics calculator in class and at home.

In a statewide study relating graphics calculator use patterns to achievement, researchers found that:

Learners demonstrated higher levels of maths performance when a graphics calculator was used. 
There was a positive correlation between the residual gain scores and learners using a classroom set of graphics calculators.
The researchers then constructed a statistical model where 12% of maths achievement variability was explained by (in order):

1. Learner use of a graphics calculator;
2. Learner ownership of a graphics calculator;
3. Learner access and use of a classroom set of graphics calculator; 4. Learner familiarity in graphing more than one function;
5. Teacher familiarity in writing a program using the graphics calculator; and
6. Connecting graphics calculators to motion detectors, computers, or other graphics calculators.

 Reference: (Dimock and Sherron 2004), Southwest Educational Development Laboratory
 Reference: (SRI 2008) SRI, Inc., Menlo Park, CA
 
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