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Middle graders’ emergent strategies using electronic mathematical board games
Unformatted Document Text:  159 Principal Results and Conclusions A result of seventh graders playing against Robi was a rapid turn toward a different winning strategy, one which consisted of trying to leave blank spaces, and counting out how many were necessary according to which turn they had. They were able then to display their arithmetical abilities to find a new and not expected winning strategy. Concerning eighth grade students, they recognized that symmetry was the intended structure of the game, in accordance with they had studied this topic the previous year. It is likely that the structure and function of the artifact employed (Domino) in this context have fostered cognitive development (Verillon and Rabardel, 1995), since it was observed that when students used a strategy that they believed to be a winner, they continued to use it and perfected it as long as it was functional, or discovered an alternative one. Moreover, an opponent strategy, which began to be a winning one, was a cause for reflection and reformulation or construction of the new winning strategy. This heuristic is a characteristic for problem solving (Polya, 1954) promoted by the competition situation of the game. Nonetheless, the potential of this type of psychological instrument is still to be determined for solving specific math problems. Endnote 1. The topic of symmetry is part of the curriculum for seventh graders; thus eighth grade students should have encountered this topic the previous year. In effect, this situation might be confirmed by applying the game in class with eighth students, since many of them quickly noticed that one way to win was to mirror the opponent’s moves symmetrically. References Kahn, K., Noss, R. and Hoyles, C. (2006). Designing for diversity through web-based layered learning: a prototype space travel games construction kit. In C. Hoyles, J.B. Lagrange and N. Sinclair (eds.), Proceedings of 17 ICMI Study: Technology Revisited. Hanoi: University of Technology. Polya, G. (1945). Cómo plantear y resolver problemas. Mexico City: Trillas.Raggi, V. (2006). Domino. Electronic board game. Retrieved March 2007 at: http://descartes.ajusco.upn.mx/html/simetria/simetria.html Rodriguez, G. (2007). Funcionalidad de juegos de estrategia virtuales y del software Cabri-II en el aprendizaje de la simetría. Tesis de Maestría en Desarrollo Educativo. Mexico: Universidad Pedagogica Nacional. Sandford, R. (2006). Teaching with Games. Computer Education, the Naace Journal. Issue 112 [Spring] . Nottingham, England: Naace. Saxe, G. and Bermudez, T. (1996). Emergent Mathematical Environments in Children’s Games. In Theories of Mathematical Learning. Steffe, Nesher, Cobb, Goldin, and Greer (eds). New Jersey: LEA. Verillon, P., and Rabardel, P. (1995). Cognition and Artifacts: A Contribution to the Study of Thought in Relation to Instrumented Activity. European Journal of Psychology of Education, 10 (1), pp. 77-101. Vygotsky, L.S. (1930/1985). La methode instrumentale en Psychologie. In B. Schneuwly and J.P. Bronckart, Vygostky aujourd’hui (pp.39-47). Neuchatel: Delachaux et Niestle. Wijekumar, K., Meyer, B., Wagoner, D., and Ferguson, L. (2005). Technology affordances: the ‘real story’ in research with K-12 and undergraduate learners. British Journal of Educational Technology. Vol 37, No.2. Oxford, UK: Blackwell. Lamberg, T., & Wiest, L. R. (Eds.). (2007). Proceedings of the 29 th annual meeting of the North American Chapter of the International Group for the Psychology of Mathematics Education. Stateline (Lake Tahoe), NV: University of Nevada, Reno.

Authors: Hoyos, Veronica. and Rodriguez, Guadalupe.
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159
Principal Results and Conclusions
A result of seventh graders playing against Robi was a rapid turn toward a different
winning strategy, one which consisted of trying to leave blank spaces, and counting out how
many were necessary according to which turn they had. They were able then to display their
arithmetical abilities to find a new and not expected winning strategy.
Concerning eighth grade students, they recognized that symmetry was the intended
structure of the game, in accordance with they had studied this topic the previous year. It is
likely that the structure and function of the artifact employed (Domino) in this context have
fostered cognitive development (Verillon and Rabardel, 1995), since it was observed that when
students used a strategy that they believed to be a winner, they continued to use it and perfected
it as long as it was functional, or discovered an alternative one.
Moreover, an opponent strategy, which began to be a winning one, was a cause for
reflection and reformulation or construction of the new winning strategy. This heuristic is a
characteristic for problem solving (Polya, 1954) promoted by the competition situation of the
game. Nonetheless, the potential of this type of psychological instrument is still to be
determined for solving specific math problems.
Endnote
1. The topic of symmetry is part of the curriculum for seventh graders; thus eighth grade
students should have encountered this topic the previous year. In effect, this situation might be
confirmed by applying the game in class with eighth students, since many of them quickly
noticed that one way to win was to mirror the opponent’s moves symmetrically.
References
Kahn, K., Noss, R. and Hoyles, C. (2006). Designing for diversity through web-based layered
learning: a prototype space travel games construction kit. In C. Hoyles, J.B. Lagrange and
N. Sinclair (eds.), Proceedings of 17 ICMI Study: Technology Revisited. Hanoi: University
of Technology.
Polya, G. (1945). Cómo plantear y resolver problemas. Mexico City: Trillas.
Raggi, V. (2006). Domino. Electronic board game. Retrieved March 2007 at:
Rodriguez, G. (2007). Funcionalidad de juegos de estrategia virtuales y del software Cabri-II
en el aprendizaje de la simetría. Tesis de Maestría en Desarrollo Educativo. Mexico:
Universidad Pedagogica Nacional.
Sandford, R. (2006). Teaching with Games. Computer Education, the Naace Journal. Issue
112 [Spring] . Nottingham, England: Naace.
Saxe, G. and Bermudez, T. (1996). Emergent Mathematical Environments in Children’s
Games. In Theories of Mathematical Learning. Steffe, Nesher, Cobb, Goldin, and Greer
(eds). New Jersey: LEA.
Verillon, P., and Rabardel, P. (1995). Cognition and Artifacts: A Contribution to the Study of
Thought in Relation to Instrumented Activity. European Journal of Psychology of
Education
, 10 (1), pp. 77-101.
Vygotsky, L.S. (1930/1985). La methode instrumentale en Psychologie. In B. Schneuwly and
J.P. Bronckart, Vygostky aujourd’hui (pp.39-47). Neuchatel: Delachaux et Niestle.
Wijekumar, K., Meyer, B., Wagoner, D., and Ferguson, L. (2005). Technology affordances: the
‘real story’ in research with K-12 and undergraduate learners. British Journal of
Educational Technology. Vol 37, No.2.
Oxford, UK: Blackwell.

Lamberg, T., & Wiest, L. R. (Eds.). (2007). Proceedings of the 29
th
annual meeting of the North
American Chapter of the International Group for the Psychology of Mathematics Education.
Stateline (Lake Tahoe), NV: University of Nevada, Reno.


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