Understanding Children’s Learning of Part–Whole Relations Using Fingu

Abstract In this article, we investigate the effects of the app Fingu on a child’s understanding of the part-whole concept. Using the Artifact Centric Activity Theory framework, we initially analyse the internalisation and externalisation processes that appear to occur during one child’s use of the app. Based on the learning from this process, we then use other aspects of the framework, in particular the subject-artifact-group triangle, to understand how Fingu might be used productively in mathematics education classrooms. Using a 13-min video of a child playing Fingu as our data source, we analyse how children might, as they learn about part-whole relationships, interact with the game. We also investigate how design principles in creating apps can impact on the experience of using the app in ways that may be unintended by their designers. This work has implications for app designers and for mathematics educators seeking to incorporate digital technologies into mathematics education.

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Publication Details

Journal
Digital Experiences in Mathematics Education
Published
2024-09-30
DOI
https://doi.org/10.1007/s40751-024-00160-x
Citations
2
Primary Topic
Cognitive and developmental aspects of mathematical skills
Type
article
Field-Weighted Citation Impact
1.42

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article

Understanding Children’s Learning of Part–Whole Relations Using Fingu

Kevin Larkin, Ulrich Kortenkamp, Silke Ladel
2 citations
Digital Experiences in Mathematics Education
Cognitive and developmental aspects of mathematical skills
1.42
article

Understanding Children’s Learning of Part–Whole Relations Using Fingu

Kevin Larkin, Ulrich Kortenkamp, Silke Ladel
article en
2 citations

Abstract

Abstract In this article, we investigate the effects of the app Fingu on a child’s understanding of the part-whole concept. Using the Artifact Centric Activity Theory framework, we initially analyse the internalisation and externalisation processes that appear to occur during one child’s use of the app. Based on the learning from this process, we then use other aspects of the framework, in particular the subject-artifact-group triangle, to understand how Fingu might be used productively in mathematics education classrooms. Using a 13-min video of a child playing Fingu as our data source, we analyse how children might, as they learn about part-whole relationships, interact with the game. We also investigate how design principles in creating apps can impact on the experience of using the app in ways that may be unintended by their designers. This work has implications for app designers and for mathematics educators seeking to incorporate digital technologies into mathematics education.

Digital Experiences in Mathematics EducationVol. 11(2)
Griffith University (AU), University of Potsdam (DE), University of Design Schwäbisch Gmünd (DE)
Universität Potsdam
Openalex Percentile: Top 17%
Cognitive and developmental aspects of mathematical skills
1.42
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