NM XP and mathematics 2003

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Using XP with Children for Learning Mathematics Maria A. Droujkova1 and Dmitri A. Droujkov2 1 North Carolina State University, 315 Poe Hall, Raleigh, NC 27695-7801 USA maria@naturalmath.com 2 Borland Software Corporation, 900 Main Campus Drive, Suite 500, Raleigh, NC 27606 USA dmitri.droujkov@borland.com Abstract. This paper presents an interdisciplinary case study of using extreme programming (XP) in a mathematics education research project. The educational focus of the study was the use of images and metaphors by children. The practices of XP allowed researchers to access students’ mathematical images and metaphors in a naturalistic setting centered on a real task, rather than in a purely education research-laboratory context. 1 Framework and Methodology Extreme programming (XP) [1, 2] as a methodology closely parallels constructivist theories of mathematics education [4]. During our research project, students and researchers were working on designing computer games on proportionality. In effect, computer games were complex and observable metaphors that served as tools for communication, formalization and development of student’s mathematical ideas. Studying metaphors presents big challenges since they are often private and unformulated [5] and thus not accessible by direct interviewing. The structure of XP processes allowed researchers working with students access students’ work and their images in an intrinsic, i.e., project-related manner. The framework for the study was based on qualitative research traditions of mathematics education studies [3]. We view metaphors, the topic of the study, as highly context-dependent phenomena. Thus our study has features of an educational ethnography: we investigated a coherent, authentic process of software development. There are also elements of the teaching experiment tradition, and the semi-formal clinical interview. Educational models presenting learning as a recursive process [4] parallel agile processes in their structure [1, 2]. 2 Roles, metaphors and practices Consideration of roles is a method of work used both in XP processes [1] and in some educational theories, for example, in the theory of situated cognition [6]. From the point of view of education, significant, intrinsic roles of learners in projects lead to meaningful learning. During the study, children took on the roles of customers, and interviewing researchers the roles of developers. Taking on roles did not present any difficulties to children, who used them quite naturally and intuitively. We used the system metaphor in the XP sense as well as students’ metaphors related to learning. In educational research, a metaphor can be broadly defined as the recursive movement between a source and a target that are structurally similar, both changing in the dynamic process of learning [5].Establishing initial plans for their games, children followed traditional game genres, such as a quest or an arcade game. The genres were an initial metaphor that served “to jumpstart an initial understanding of the system” [1, p.35]. Parallels between mathematical operations, and actions and objects within the game, could also be considered as metaphoric tools. For example, proportional change in size of two objects was expressed in a “stretch machine” with a slider determining the amount of stretching. Conventional software features worked as basic, common metaphors for mathematical actions, for example, “slider” for “changing size.” We observed iterative movement, characteristic of metaphoric thinking and supported by the XP process, between the development of student reasoning about proportionality, and the development of game features. Game metaphors allowed students to hold onto many details, formalizing their understanding of proportionality in a particular context. All children found the practice of starting from testing quite natural. For user story cards, they made detailed screen-by-screen drawings and descriptions. For testing, they “ran through” the program by screen diagrams, modifying it as needed based on the results. This activity was highly enjoyable to students, who role-played the use of their software with artistic gusto. 3 Summary and Conclusions The iterative, emergent structure of XP processes paralleled the way children learn mathematics, and proved supportive for their learning. XP processes may significantly contribute to the development of education research methodologies, and can be a basis for mathematics and science curricula. References 1. Astels, D., Miller, G., Novak, M. A practical guide to eXtreme Programming. Prentice Hall, 2002 2. Beck, K. Extreme Programming explained: Embrace change. Addison Wesley, 1999 3. Creswell, J.W. Qualitative inquiry and research design: choosing among five traditions. Sage Publications, 1998 4. Davis, B., Sumara, D., Luce-Kapler, R. Engaging minds: Learning and teaching in a complex world. Lawrence Erlbaum, 2000 5. Lakoff, G., Johnson, M. Metaphors we live by. University of Chicago Press, 1980 6. Lave, J., Wenger, E. Situated learning : legitimate peripheral participation. Cambridge University Press, 1991

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