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Playing with maths: GeoGebra application for meaningful education

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DOI: 10.1109/ICL.2014.7017777

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Playing with Maths
GeoGebra Application for Meaningful Education

Uriel Cukierman, Patricia Arnal, Paula Cerasulo, Gabriela Esperon, Beatriz Fuertes, Martín Agüero, Rafael Urdaneta,
Leonardo Ibañez, Sebastián Badaro
School of Engineering
Universidad de Palermo
Buenos Aires, Argentina
urielc.up@gmail.com, p_arnal@yahoo.com.ar, paula_cerasulo@yahoo.com.ar, esperongabriela@hotmail.com,
beafuertes@yahoo.com.ar, aguero.martin@gmail.com, urdaneta.rafa@gmail.com, leoo.davinci@gmail.com, seba-
badaro@hotmail.com

Abstract— This paper is about a mini-course that we before completing a degree is higher than 50% [3]. This
developed to train teachers, how to teach basic mathematic situation is even worse in Latin America where only 10% of
concepts to their students by relating those concepts to a popular the population between 25 and 29 years old finishes tertiary
game like "Candy Crush". In order to facilitate this process, we education [4]. Particularly, in Argentina, the numbers are
used GeoGebra, a free and open source application that is certainly above the Latin American average, but still very low.
frequently used for teaching mathematics. The Mini-Course is According to official statistics produced by the Argentinean
being delivered through a WordPress platform. This idea may be Ministry of Education, during the decade 2001-2011, 3.2
extended, afterwards, to other mathematical concepts and other million new students entered in the undergraduate national
games.
university system but only 0.7 million (22%) reach their degree
Keywords—GeoGebra; mathematics; games; education; STEM
[5]. All these numbers have been included here in order to
illustrate the situation; a more detailed analysis would require
I. INTRODUCTION statistics per cohort.
These days, one of the most compelling challenges is how Engineering Education is not the exception to the rule, but
to promote STEM (Science, Technology, Engineering and there are certain aspects that should be considered in this
Mathematics) [1] education among high school students. The particular field. One of them is Mathematics, which is a basic
biggest problem is how to make them understand why and mandatory requirement for any Engineering program. It is
mathematics are important and how to relate mathematical a well-known fact that the lack of understanding and learning
concepts with everyday practical problems. On the other hand of mathematical concepts in the very first semesters of an
nowadays students are naturally engaged with digital games undergraduate Engineering program is a very important reason
which have mathematic calculations included in its for early abandonment. The issue of mathematics preparation is
programming. So the basic idea is to show them how especially problematic for engineering majors. Several studies
understanding basic mathematic concepts can be useful for strongly support the relationship between mathematics
developing electronic games and, consequently, encouraging performance and retention of engineering students [6].
them to continue with STEM education in the undergraduate
level. But freshmen engineering students haven’t been born “in
vitro” just before their registration at the University, they come
We developed a mini-course to teach last year high school from a previous educational system where they are supposed to
professors, how to teach basic mathematic concepts to their learn the basic mathematics’ concepts and principles, but
students by relating those concepts to a popular game like unfortunately this is not true; mathematics’ professors may
"Candy Crush". In order to facilitate this process, we used certify this situation that has also been confirmed by several
"GeoGebra" [2], a free and open source application that is studies. Armstrong and Croft implemented some “surveys
frequently used for teaching mathematics. The Mini-Course is about students' confidence in basic mathematics and the
being delivered through a WordPress platform. This idea may subsequent diagnostic testing of basic mathematical skills” and
be extended, afterwards, to other mathematical concepts and they found that “many entrants to mathematics dependent
other games. programs were disadvantaged because they lacked fluency and
skill in basic mathematical techniques” [7]. Again, the situation
II. BACKGROUND is fairly similar in Latin America. An interesting study
Early abandonment in higher education is an important developed in the School of Engineering at the Universidad
issue all over the world. According to statistics from the Autónoma de México (UNAM) arrived to similar conclusions
Organization for Economic Cooperation and Development to those described in the above paragraphs [8].
[OECD], in countries like Italy and United States, the
proportion of students who enter a tertiary program but leave

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Having said so, it is our conviction that it is part of our duty important to state here that online learning is not necessarily a
as university professors, to work together with our colleagues synonym of distance learning; Virtual Campuses and Learning
from previous educational levels in order to tackle this Management Systems (LMS) have been and are being used as
challenge. We agree with Heywood when he states that “the very useful platforms for complementing face to face
involvement of university teachers in primary (elementary) and classrooms.
secondary education is an acknowledgment of the fact that
Summarizing the analysis made so far, we believe that we
education is a continuum, and that what happens in one sector
need to help our colleagues teaching at secondary school to
has a direct effect in other sectors” [9]. An effective way to do
learn how to use games for teaching mathematical concepts
this is by using technology. Learning technologies has been
and, by doing so, improve the mathematical knowledge of the
widely used to improve the pedagogic process; this is
students that will be accessing the university, particularly
particularly true in teaching and learning conceptual subjects
engineering programs, and reduce the abandonment caused by
like those involved in Mathematics. Furthermore, “the systemic
this reason. Additionally, a very effective way to do this is by
use of technology may impact recruitment, entrance and
means of online learning, because this methodology reduces
retention” [10]. It is very fitting at this point to quote the
the limitations associated with time and place.
position of the US National Council of Teachers of
Mathematics about the role of technology in the teaching and III. OUR EXPERIENCE
learning of Mathematics: “Technology is an essential tool for
learning mathematics in the 21st century, and all schools must Since a few years ago, we’ve been doing a lot of experience
ensure that all their students have access to technology. with a very popular software called “GeoGebra”, a free and
Effective teachers maximize the potential of technology to multi-platform dynamic mathematics software for all levels of
develop students’ understanding, stimulate their interest, and education that joins geometry, algebra, tables, graphing,
increase their proficiency in mathematics. When technology is statistics and calculus in one easy-to-use package [19]. On the
used strategically, it can provide access to mathematics for all other hand, we discovered a very interesting initiative called
students” [11]. HP Catalyst Academy, created to encourage active online
learning and engaging learning design among those most
Another very useful resource is gaming; historically, involved in it, teachers and faculty in some 45 countries [20].
education was considered a very formal issue and, therefore, During the first semester of 2013 a RFP was announced in
not related by any means with entertainment, the only place order to develop a so-called “mini-course” that would be
where education used to be directly related with gaming was in offered to secondary teachers in order to support innovative
the kindergarten or, at least, in the very first school years, but teaching methods for STEM education. We developed a
recently this situation has changed significantly. More than 30 proposal that was finally selected to receive a cash grant that
years ago, Bunker and Thorpe introduced the concept of allowed us to convert our proposal into a reality.
Teaching Games for Understanding [TGfU] as a means for
conceptualizing learning in games [12] and a lot more of Our project is called GAME (GeoGebra Application for
significant and very useful research has been done during all Meaningful Education) and was designed applying strategies
these years [13]. Even though the use and application of for teachers to teach mathematical concepts while playing a
gaming in Engineering Education are not very usual practices, popular game like "Candy Crush". The movements of the
there are a lot of very successful and interesting experiences, “candies” may be explained using algebra, discrete
such as the initiative developed by Claypool and Claypool who mathematics and mathematical analysis and this can give a
effectively used computer game-based projects to try to meaning to what is being taught. Furthermore, this idea can
enhance interest and retention in an existing Software awake the interest of the students in pursuing further studies in
Engineering curriculum [14]. But the use of gaming is not technological majors.
constraint to the software field. Such is the case with a group of We delivered this mini-course on line, because this is the
Colombian professors who proved that didactic games used as best way to reach teachers from all over the country without
a methodological tool have a positive impact on academic time or geographical constraints. We designed a very
performance of students in courses of the Industrial interactive and meaningful learning experience by using
Engineering program [15]. materials specially developed for this course as well as forums
Having reached this point of the analysis, there is one more where teachers are able to share their own experiences with
subject that needs to be examined, and it is online learning. peers and also learn from each other. The teachers are also
Even though it may be included as a subgroup of the previously assessed at the end of each module.
mentioned learning technologies, it has particular aspects that We are teaching the enrolled professors how to use
require a specific approach. Actually, online learning may be "GeoGebra" in a very easy and meaningful way in order to
considered the conjunction between distance learning and reach the intended goal of teaching mathematics related to
learning technologies. Distance learning has existed for electronic games. We developed “GeoGebra” applications and
decades, when it was implemented using correspondence to simulations and we uploaded these tools to the WordPress
send and receive information and materials and it evolved platform set up for this experience [21] and the teachers may
through consecutive generations, as it was stated by several download and use them with their students by applying the
authors [16] [17] [18]. These generations passed through the methods and strategies learned during the mini-course. We are
use of different technologies like phone, radio, television, also teaching the professors how to create their own
teleconference, multimedia and, finally, Internet. But it is applications using “GeoGebra”.

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Even though we have in our country a great number of The primary intended audience of this course was
teachers (150.000+ in secondary level) and, potentially, we professors teaching sciences in upper courses at secondary
may offer this course to all of them, it is not possible to do it in schools. STEM professors in first year of higher education
an effective way (Unless we use a Massive Open Online courses may also be interested in this mini-course. The
Course in which we would lose the interactions between expected goals for the learners enrolled in this course were:
teachers and students. This option may be considered as a
future extension of this initiative). So we are offering this mini- x To learn strategies that would allow the promotion of
course to approximately 50 teachers per run and we are the interest in learning mathematics among students.
offering the developed resources to all of them in order to allow x To get to know an open tool, like GeoGebra, to be used
the replication of this course among their colleagues. in the classroom.
Currently, we have finished the three planned runs of this x To find resources that sparks the interest of their
course and this full paper includes the detailed description students in studying technological careers.
about how we went through this exciting experience. The next
sections will describe the process of developing the course x To actively participate in an environment that allows
itself and lessons learned during that process and also the them to share experiences and get feedback from other
assessment results and the opinions of the teachers enrolled in participants.
the course collected by an on line survey.
x To prepare materials that allow them to transmit what
IV. THE DEVELOPMENT OF THE COURSE they have learned.
The mini-courses were proposed by the organizers of the Finally, at the end of each week/module, the participants
initiative as “engaging online experiences that help STEMx were required to complete a multiple choice questionnaire, and
teachers in grades 6-16 to expand their knowledge, skill sets, to develop their own game, based on the learned concepts and
and abilities”. Each mini-course would require about 8-12 techniques. The course was offered for three consecutive
hours of a teacher’s time spread over 4 weeks. The mini- cohorts of learners.
courses were supposed to be “practitioner focused and
pragmatic”. They should be “designed for busy educators V. COURSE DESCRIPTION
looking for a new way to sharpen their professional skills and The course is comprised in 4 modules. All of them include
gain professional recognition”. The experiences are meant to theoretical concepts, presentations, videos with practical
complement what already exists for teachers online and on- illustrative examples, exercises and a final test. Those who
ground with innovative approaches to online professional answer correctly at least 75% of the questions are allowed to
learning that are practical, forward-thinking, and free. access the following module. The test includes a set of
questions randomly assigned for each round of the test and the
With these prerequisites on mind, the first step was to
participants may repeat the test till they finally pass it Fig. 1
gather a group of mathematics’ teachers, learning technologies’
experts and researchers, and Information Technologies’ (IT)
professionals. Such developments always require
multidisciplinary teams in order to deal with the different types
of requirements usually involved. The second step was to
choose the platform where the course would be uploaded and,
later on, accessed by the learners. As we had previously
defined in our proposal, all the software tools used for this
project should be open and free, as it is the GeoGebra, and so
we decided to utilize of WordPress [22], a widely and very
flexible platform. All this process was permanently
accompanied by specialist from the organizing institutions:
Hewlett Packard (HP), New Media Consortium (NMC) and
International Society for Technology in Education (ISTE).
Before the launch of the mini-course, we were required to
participate in virtual meetings with the officers of the
previously mentioned organizations and also with other
colleagues that were developing similar courses all over the Fig. 1. First module test result
world. It is worth mentioning that 20 courses were being
developed, at the same time, in US, Spain, India, Canada, The first module introduces mathematical concepts, such as
South Africa, UK and Australia [23]. We were also asked to Cartesian axes, functions, Pythagorean theorems and angles, all
develop the technical plan, the instructional design of each and of them related with the programming of classical games, like
every module of the course, which were then reviewed by Galaxy- Invaders, Angry Bird, sports games, etc. Fig. 2
specially assigned experts, and a promo video. All these
aspects, usually ignored in this kind of projects, proved to be
the key and essential success factor of this initiative and should
be considered mandatories in any similar initiative.

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In the fourth and final module, the users were required to
develop their own project with GeoGebra. To help them to do
so, we developed a game, similar to the popular CandyCrush,
called “Choque de Caramelos”, but this one was build using
GeoGebra. Some other games were developed in order to allow
the learners to interact in situations which would allow them to
build their own classroom projects, to find triggers for new
challenges, to introduce improvements and/or changes and to
learn to combine simple animations in order to build a game.
Fig. 5

VI. LESSONS LEARNED


Fig. 2. Slide of a Prezi presentation showing mathematical concepts related We made some assumptions based on the certainty that our
with classical games students were, in fact, professors, but this assumption proved to
be wrong. Actually, it should not surprise that teachers, playing
The second module is the one in which we teach how to use the students´ role, make the same mistakes which they
GeoGebra. Three tutorials were developed, one about basic themselves complain about their own students. This was the
concepts such as introducing functions, graph them and modify situation when we expected to receive the description of the
certain parameters; also to trace points, segments, straight lines proposed game, but they did not include it. So, we added this
and vectors. The other two tutorials were aimed to explain how requirement explicitly in the guidelines for the delivery of the
to insert and modify images, perform movement in the plane, final project. In another very common situation, similar to what
implement sliders and buttons and how to use the construction used to happen with young students, teachers do not meet the
protocol. All these activities have been done by developing deadlines and so we had to extend the final due date for several
demo games. Fig. 3 days.

Fig. 3. One of the activities included in module 2 Fig. 4. One of the games included in module 3

In the third module, some digital games were developed


simulated by GeoGebra. Also a tutorial has been prepared
including a detailed explanation about how to use the program
tools for developing dynamic constructions for the game and
how to combine different tools to produce animations and/or
simulations. Several games were designed for examining their
construction, for modifying them and for adapting them to
generate several game variants. Fig. 4

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b) 66% by a colleague or friend
2) How do you rate this course?
a) Very interesting – 73%
b) Fairly interesting – 15%
c) Somehow interesting – 12%
d) Not interesting – 0%
3) Were the materials and activities clear or confusing?
a) Clear – 89%
b) Confusing – 11%
4) Were the materials and activities easy or difficult?
a) Easy – 9%
b) According to the course –83%
c) Difficult – 8%
Fig. 5. The “Choque de Caramelos” Game in module 4 5) Were the materials and activities correctly designed?
a) Correctly – 91%
At the very beginning, we setup a forum in order to allow b) Badly – 9%
the interaction between colleagues, but we soon discovered that
teachers usually don’t interact with peers. For this reason, and 6) Asked about what was the reason for not completing
instead of this forum, we added a frequently asked questions the course, the answers were mostly lack of time. (This was an
(FAQ) section. open answer question)
7) Would you like to finish the course in the near future?
Finally, and during the development of the course, we
detected some technical details about GeoGebra. E.g., in some a) Yes – 87%
games, the buttons disappeared when using a different b) No – 13%
computer. This was also observed in projects delivered by 8) Do you think you can apply what you have learned in
students during the first cohort. After doing some research, we your own teaching activities?
discovered that it was a problem of the GeoGebra itself. From a) Yes – 60%
the subsequent module on, we explicitly noted this situation in
the course website along with the link to the official b) No – 7%
GeoGebra’s website that refers to it. c) Don’t know – 33%
9) Age
VII. RESULTS
a) 20 – 30 – 15%
A total of 206 people, divided in three consecutive cohorts,
b) 31 – 40 –27%
have enrolled in this course, but only 14 of them have finished
it satisfactorily and have received a certificate from c) 41 – 50 – 42%
Universidad de Palermo. Even though a success rate of nearly d) 51 – 60 – 12%
7% is very low for regular courses, it is not so bad for this kind e) 61 – 70 – 4%
of online courses. As a matter of fact, usual figures of
10)Were are you teaching?
completion rate for Massive Open Online Courses (MOOC´s)
barely reach that number [24]. This success rate is even more a) Primary school – 15%
significant when we have in mind that the requirement of b) Secondary School – 42%
developing a final real project with GeoGebra was not exactly c) Higher Education – 69%
an easy task. * Some participants are teaching in more than one
At the end of the first three modules, the learners must educational level
complete a multiple-choice exam, with a minimum required
rate of 75% correctly answered questions. The final assignment VIII. CONCLUSIONS AND FURTHER WORK
for module 4 was to develop and send an actual GeoGebra “The best way to learn is to teach”. This quote, apparently
project which should include: sliders, images, animations and expressed by Dr. Frank Oppenheimer [25], the creator of the
buttons. wonderful Exploratorium in San Francisco, is a very well-
known fact for those who devote their lives to teaching. And
At the end of each cohort, the participants were asked to
this was exactly the case for the authors of this paper, who
complete an online survey, including those who hadn’t
completed the whole course, and these are the results of all the carried out this interesting and enriching experience. None of
completed surveys: us have had previous experience in using games for learning
and we have learned, by developing the games and by teaching
1) How did you hear about this course? our colleagues, that it is a very effective way to transform a
a) 33% through Internet and sometimes boring activity, into a really engaging and fruitful
learning experience. As it can be seen in the results of the

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survey included in the previous section, the participants where an English University. European Journal of Engineering Education .
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