Abstract
With increased technology use in mathematics classrooms, as well as the increased prevalence of online instruction, digital calculators and online games are two types of digital tools that support students with learning disabilities (LD) in elementary and middle school mathematics. Teachers need to understand the advantages and limitations of different options and factors that help determine which tool may be most beneficial to support the goals of the mathematics lesson as well as the individual needs of students with LD. When used appropriately and efficiently, digital mathematics tools, such as calculators and online games, can increase students’ conceptual understanding of mathematics content as well as their confidence and engagement in the mathematics classroom. This column presents a variety of virtual calculators and online math games, why they are effective, how they can be implemented, as well as a short scenario depicting one way the tool can be used in the classroom.
Technology is an important part of the teaching and learning of mathematics for all students and is endorsed by the National Council of Teachers of Mathematics (NCTM; Boyle & Kennedy, 2019; NCTM, 2015). Technology is embedded throughout mathematics education, including low-tech (i.e., devices that do not require power, such as concrete manipulatives), mid-tech (i.e., battery operated devices, such as calculators), and high-tech (i.e., generally computer-based, such as apps and smartboards) options (Chambers, 2020). Beyond supporting all students, technology can effectively support students with learning disabilities (LD) in accessing math education as well as increasing engagement (Boyle & Kennedy, 2019; Ok et al., 2019).
Students identified with an LD show consistent low achievement in mathematics over time despite displaying average intelligence (McDonald & Berg, 2018). In the math classroom, students identified with an LD in mathematics often struggle with the retrieval of basic math facts, creating mental representations of math concepts, number sense, and working memory (McDonald & Berg, 2018; Nelson & Powell, 2017). Similarly, students who struggle to make mental representations and struggle with number sense have a difficult time with the conceptual understanding of new math concepts (Nelson & Powell, 2017; Watson & Gable, 2013). Students who struggle in mathematics, such as students with LD, will continue to experience these struggles throughout later grades as well as in future employment opportunities (Nelson & Powell, 2017; Watson & Gable, 2013).
For students with LD who struggle in mathematics, technology can support the unique struggles students exhibit (Boyle & Kennedy, 2019). The use of instructional technology in mathematics is considered a high-leverage practice and the NCTM includes technology use as one of the six main principles, which should guide mathematics instruction (McLeskey et al., 2017; NCTM, 2000). However, technology is only effective if it is selected intentionally and based on what, why, how, and under what conditions the technology can be used (Thomas et al., 2019). Although a range of technology exists to support students, including students with LD in mathematics, this column focuses on two types of digital math tools: calculators and games. This decision does not diminish the value of other digital tools (e.g., virtual manipulatives, video-based instruction) but rather emphasizes the increased use of these two digital tools in Grades K–12 math classrooms, and the recent attention to digital supports for mathematics as a result of the Covid-19 pandemic (Kennedy & Boyle, 2021). This column presents what, why, and how for both tools, as well as scenarios depicting use in elementary and middle school mathematics.
Digital Calculator Tools
What
Calculators are one of the most common tools used in mathematics teaching and learning (Ellington, 2003; Lai & Berkeley, 2012). Historically, calculators have been a common accommodation provided to students with LD (Lai & Berkeley, 2012). While traditionally one pictures a calculator as a handheld tool, smartphones and tablets have changed people’s perception of and access to calculators. As ubiquitous as calculator apps are on mobile devices and computers, there are specific apps and web-based calculator options that can support students in the mathematics classroom and at home. See Table 1 for examples of digital calculator tools. These include digital tools that closely resemble handheld four-function or graphing calculators as well as options that allow students to write on an app or take a photo of a computational task to solve or prompt students with the steps of how to solve a problem (e.g., Cymath and Photomath).
Examples of Digital Calculators to Support Students with Learning Disabilities in Mathematics.
Why
Calculator use is supported by older research that suggests the benefits to students with disabilities and their typical peers, without negative effects (Burrill et al., 2002). Burrill et al. (2002) found students with access to and familiarity with graphing calculators not only received higher grades but also demonstrated greater conceptual understanding of the target mathematics as well as familiarity with additional strategies not observed in students without access to calculator instruction. Bouck et al. (2015) suggested simply providing a calculator to students without instruction was not effective, which contradicts the opinion calculators give students an unfair advantage. Calculators support students who struggle with processing or basic facts while still allowing them to practice more advanced mathematics skills (Bouck et al., 2015).
How
Teaching students how to use each of the calculator tools supports students in making informed decisions as well as the generalized use of the technology in the classroom (Bouck et al., 2015). To implement digital calculators and calculator apps or online tools (see Table 1 for examples), teachers first need to determine whether the calculator will exist as an accommodation for individual students or as a class-wide support. Teachers can make digital calculator apps accessible to students in the class and teach students the self-determination skills necessary to make decisions for when they need to use the tools, such as solving problems or checking answers (CAST, 2018). As Bouck et al. (2015) found, students need instruction to use calculators effectively, teachers should plan instruction on calculator use prior to providing calculators for student use. Instruction on calculator use should depend on the calculator selected (e.g., four-function, graphing, app) as well as the instructional goals. To teach students how to use a calculator, educators can utilize evidence-based practices such as explicit instruction or task analysis before providing students with the calculator. See the first scenario for an example of a task analysis for calculators and see the second scenario for a detailed discussion of explicit instruction. Doabler and Fien (2013) provided an in-depth discussion of explicit instruction in mathematics and McConomy et al. (2021) did likewise for support on task analyses.
Scenario
An eighth-grade student has a LD in reading and math, and experiences math anxiety 1 . He attends math in the general education classroom where lessons are currently focused on linear algebra. In addition, he receives 1 hr of resource room support a day. He feels anxiety with learning algebra and likes to receive a lot of feedback from this teacher as he is completing his work. His resource room teacher feels like he conceptually understands how to solve the two-step linear algebra problems but needs a lot of reassurance. Given that he has his own phone, his special education and general education teachers encourage him and his family to install the Photomath app. In a joint meeting, his teachers teach him to use this tool to check his work after he completes each problem, clarifying this should not be used to just tell him the answer. His teachers use a task analysis to teach the steps required to use the Photomath app:
Write 2 × -4 = 8 on paper.
Solve the problem the best you can on your paper.
Open the PhotoMath app on phone or tablet.
Move camera over paper to align 2 × -4 = 8 in the red rectangle on the screen.
Press red button at the bottom to take photo.
Wait for app to solve the problem and provide the answer.
Compare your answer to the answer on the app.
If answers match, you have gotten the correct answer. Proceed to Step 14.
If incorrect, choose red button labeled “show solving steps.”
Expand each step by clicking on each of the down arrows on the right side of the screen.
Locate the step in which you made a mistake.
Read or listen to the explanation given.
Correct mistakes in problem on your paper.
Choose “x” in the top right corner.
Continue on to the next problem.
To use the app, following the task analysis, the student writes a problem and then writes the steps he uses to solve. When he is done, he scans the problem with the Photomath app and compares his answer and steps to the steps and answer on the app. When the steps or answers do not match, he can use the “explain steps” feature on the app to help him see where he made an error. This is helpful as it allows him greater independence. He can locate the step where he made an error and correct the error on his own. This decreases the feedback he needs from his teacher as he is receiving reassurance from checking his steps and answers with the app.
Online Games
What
Games are activities frequently implemented at home for fun. However, traditional as well as targeted math games can work to support students with LD in classrooms and at home in mathematics (National Center on Intensive Intervention [NCII], 2016). Although games were traditionally physical, such as with boards (e.g., Sorry), cards (e.g., Skipbo), dice (e.g., Yahtzee), or even paper and pencil (e.g., bingo), new online games relative to mathematics have begun to gain attention. While many for-purchase digital math games exist, such as Prodigy or IXL, there are also games connected to math curriculum, such as Investigations, Everyday Math, or CMP. See Table 2 for examples of online math games. Many of the curriculum-based mathematics games support understanding as well as fluency in mathematics and serve as an alternative to paper or digital worksheets or flashcards (Bay-Williams & SanGiovanni, 2021).
Examples of Online Games to Support Students With Learning Disabilities in Mathematics.
Note. NCTM = National Council of Teachers of Mathematics; CMP = connected mathematics project.
Why
As stated earlier, students with LD in mathematics struggle with recall of basic math facts and with fluency of mathematics skills, which can negatively impact students when learning new math concepts that build upon previously learned skills (Nelson & Powell, 2017). According to Mellott & Ardoin (2019), mathematics fluency is developed through activities that include frequent repeated practice, frequent reinforcement for accurate answers, and immediate feedback. Instead of the traditional methods to support fluency development (e.g., timed tests, mad minute worksheets), the NCTM (Rutherford, 2015) and the NCII (2016) endorse the use of instructional mathematics games to support the development of fluency in mathematics. Math games incorporate frequent opportunities to respond, embedded reinforcement, as well as frequent and immediate feedback from other players or supervisors. This supports the notion that mathematics games can be an effective way to practice fluency of mastered content in the classroom and at home. Moyer-Packenham et al. (2019) found students who played math games not only improved their mathematics language but also improved their ability to form representations and make connections among mathematics content. With the increase in students learning online, virtual math games can be an effective and efficient alternative to physical games for students learning from home.
How
Online math games can be used in a variety of ways inside and outside the mathematics classrooms. While there are many options for math games, it is important for teachers to select those that are appropriate for their students in terms of content, strengths, and skills (Moyer-Packenham et al., 2019). Games should include effective instructional strategies and should be designed for students with LD or be easily adaptable to support students in mathematics (Marino et al., 2011; Ok et al., 2016). Furthermore, it is important for teachers to consider and evaluate if the games they are choosing to implement into their classroom instruction have an effective design that includes ease of navigation, customizable settings, and an engaging background that is not too distractable (Marino et al., 2011). See Ok et al. (2016) for a rubric used to evaluate instructional apps for students with LD.
After students have acquired the content, teachers can incorporate math games as part of small groups in centers during work and free time as well as provide links to the game for students to play at home. Some online games even have the additional benefit of not requiring another person to play with the student (i.e., online games often have an online opponent or “computer” to play against as an option). Furthermore, math games support the needs of diverse learners as games can be fun and engaging for students with LD and their typical peers. Math games can be tailored to students’ individual needs and can include scaffolds to support students at their skill level. Online math games are flexible and can incorporate student interest by allowing students to choose games they enjoy playing while still providing practice opportunities on targeted math skills (Buchheister et al., 2017).
Scenario
A fourth-grade student has an LD in mathematics. His multidisciplinary evaluation team noted that he struggles with multiplication, particularly with being fluent (i.e., it took him a significant amount of time to solve the problems compared with his peers). His special education teacher also found that he “shuts down” with worksheets and flashcards but loves to play games. The teacher turned to the NCII website to look into mathematics interventions and found that games are an evidence-based practice to support mathematics. Several games were identified, but he felt the Product Game, a game from the Connected Mathematics Project (CMP) curriculum and available virtually from the NCTM, would provide the best support (Lappan et al., 2014). The Product Game would support the student in multiplication at school as well as at home. The entire class first learns to play the game using explicit instruction. After a period of time, the teacher determines that playing the game has increased multiplication fluency within the class. Likewise, the student exhibits increased engagement and confidence in mathematics. Playing the games with his peers has also helped create stronger interpersonal relationships with his peers, who now ask to be his partner in class for a variety of activities.
Explicit instruction advanced organizer
Today we are going to play the product game. This game focuses on multiplication and allows you to practice your multiplication facts. Multiplication is important because you use it every day when you go shopping, pay for your meal at a restaurant, build something, and even when you’re cooking.
Explicit instruction model
First, I am going to play the game to show you what to do and explain the rules. This is the gameboard; it has numbers from 1 to 81 listed here with each number having its own square. The object of the game, or what you are trying to do, is fill in four boxes in a row. The first person to fill in four boxes in a row, wins. You can fill in four boxes vertically, horizontally, and diagonally. To fill in boxes you will move the sliders at the bottom of the screen to the different factors. It takes two factors to make a product, so if my opponent goes first they do not get to fill in a box as each turn you will only get to move one slider. In my example here, my opponent, the computer, chose to start their slider on the number 4, and now it is my turn. I think I want to fill in the number 12. I know that 4 × 3 = 12 so I am going to move my slider to the number 3. Now, on my next turn I want to try to fill in a number that can help me get 4 in a row or try to block my opponent.
The instructor continues explaining rationale for each move made as the games is played stressing vocabulary and concepts such as factors, multiples, products, and multiplication.
Explicit instruction guided
Now, I want you to play the game against the computer. I will be here to help you but I want you to play on your own. I encourage you to talk about your moves like I did so I can hear what you’re thinking.
If the student makes a mistake, the instructor provides a prompt. For example, if the student attempts to move both of the sliders on their turn instead of just one say “remember you only move one slider per turn.”
Explicit instruction independent
“Now, since you know how to play, I want you to play on your own either with a partner or against the computer.” In the independent portion, students who have been successful in the guided portion (set a mastery criteria such as fewer than two prompts in guided) will play the game independently and the teacher should be nearby to monitor and provide feedback.
Conclusion
With the increasing access to technology in mathematics classrooms, it is important for teachers to be aware of different digital tools available, why these tools are effective practices, and how to implement them in their classrooms to support students with LD. Among the many digital technology options available, digital calculators and online games are versatile and effective tools to support students with LD across a variety of mathematics skills and concepts. For students with LD, the use of technology in mathematics is considered a best practice, but only if the technology selected is intentionally based on what, why, how, and under what conditions the technology can be used to support students’ specific needs. Teachers should consider the digital tools presented in this column as options to incorporate into the classroom to support students with LD in mathematics.
Footnotes
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
