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Burton D Lit Review
Burton D Lit Review
Literature Review
Destiny Burton
7/01/2022
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How can the use of technology increase student engagement in a math classroom?
In our world today technology is growing at a fast rate. Everyone is hooked to their phone
screens especially our students. When students enter the classroom, some are engaged, but
majority of our students are no longer engaged in school. Especially in math “…student motivation
to learn mathematics significantly declines” (Chao et al., 2016). This is because as students get
further in their education math gets harder and this cause some students to shut down. So being
aware of this as teachers we can make math more engaging for our students to help them
understand material better. Therefore, the purpose of the literature review is to look at what
research is saying about student engagement when technology is used in a math classroom. It will
also share different technology tools math teachers use to create more engagement in math.
Since students use technology in their day to day lives when they come to school and use
pencil and paper, they are not always engaged. Through research I have found that although
technology can improve student engagement it is not always the answer to improving all student’s
engagement. “In three studies, increased access to technology led to an increase in motivation to
use technology; however, use of technology did not always result in increased engagement on
academics, due to distractions” (Schuetz et al., 2018). When thinking about incorporating
technology into the lessons you have to look at all sides of it, and yes, distractions are one, but
when you set expectations and when the activity, they are doing is engaging to them then teachers
When we think about a math classroom or when we think back to our own math experience
it was filled with it was filled with lectures and worksheets. Then after that we have test or quizzes
to test our knowledge and from there the cycle repeats itself. “Students who previously lacked
engagement and motivation in school are finding excitement in game-based math apps” (Kebritchi,
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Hirumi, & Bai, 2010). This is the first way math teachers are using technology to increase
engagement within their students. “Teachers reported that students appeared to be eager to
participate with the iPad activities and that students showed increased interest in content during
intervention phases (iPad) and appeared disappointed when returning to baseline phases” (Schuetz
et al., 2018). When students are given the technology they use on a daily basis their mind shifts,
and when you bring math into their world of technology through games, they are able to have fun
and learn all at the same time. Sometimes students do not realize they are learning when they are
playing those math games. “In fact, some technology-based tools are so engaging, that students
forget they are learning mathematics, and are truly immersed in the game” (Kuhn & Dempsey,
2011).
The math games allow students to work at their own pace and even some of the programs
differentiate the material being presented to the student through the game. For instance, if the
student is struggling, they will have explanations to help the student or they will take it a step back
and work on the concept before that step. Then on the other hand if a student is mastering the
material the game will give them more challenging material. Teachers even start to notice that
“students using IXL “seemed to work more independently than the kids who were on paper
“Mathematics is considered one of the most difficult subjects to master in school” (Chao et
increasingly engaging” (Kuhn & Dempsey, 2011). The next technology tool that math teachers use
to engage their students are “… their real-world application, which allows students to practice
skills in meaningful contexts.” (Berry & Ritz, 2004). When students are able to connect to the
material, they are learning it allows them to have a deeper understanding. This concept also applies
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to math and can truly help the student understand that concept because in the real-world math is
everywhere and they use it every day. “When technology is used appropriately, it can influence
academic motivation” (Olsen et al., 2016). As an example. Fractions are always a hard concept but
when you tie it into baking students have a different outlook on fractions and realize they can
understand it. Teachers have also set their classroom up to simulate a grocery store and students
will “buy” items and when they get to the register they have to add and subtract decimals. This is a
fun way for students to learn and understand this concept because they have gone to the store
before and bought things, so now they have a connection to the lesson, and they are engaged.
classroom. Therefore, as teachers we do not have to change all our lessons to incorporate
technology but linking the concepts to real world applications will allow students to feel successful
in math. Lastly when using technology in math remember it “allow learners to interact with
mathematics in more practical, dynamic and contextualized ways through visualization, modelling,
and manipulation” (Bray and Tangney, 2017; Olive and Makar, 2010).
References
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Attard, C., & Curry, C. (2012). Exploring the Use of iPads to Engage Young Students with
Attard, C., & Holmes, K. (2020). “it gives you that sense of hope”: An exploration of technology
https://doi.org/10.1016/j.heliyon.2019.e02945
Chao, T., Chen, J., Star, J. R., & Dede, C. (2016). Using digital resources for motivation and
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Fabian, K., Topping, K. J., & Barron, I. G. (2018). Using mobile technologies for mathematics:
Georgiou, Y., & Ioannou, A. (2020). Developing, enacting and evaluating a learning experience
38–50. https://doi.org/10.1007/s11528-020-00543-y
Higgins, K., Huscroft-D’Angelo, J., & Crawford, L. (2017). Effects of technology in mathematics
M. Carr, J. (2012). Does math achievement h’app’en when iPads and game-based learning are
Olsen, A. K., & Chernobilsky, E. (2016). The effects of technology on academic motivation and
Schuetz, R. L., Biancarosa, G., & Goode, J. (2018). Is technology the answer? investigating
332. https://doi.org/10.1080/15391523.2018.1490937
Watson-Huggins, J., & Trotman, S. (2019). Gamification and motivation to learn math using
Young, J., Gorumek, F., & Hamilton, C. (2018). Technology effectiveness in the Mathematics