# Using the ACAT Framework to Evaluate the Design of Two Geometry Apps: an Exploratory Study

## Abstract

It is an increasingly common phenomenon that elementary school students are using mobile applications (apps) in their mathematics classrooms. Classroom teachers, who are using apps, require a tool, or a set of tools, to help them determine whether or not apps are appropriate and how enhanced educational outcomes can be achieved via their use. In this article we investigate whether Artifact Centric Activity Theory (ACAT) can be used to create a useful tool for evaluating apps, present a review guide based on the theory and test it using a randomly selected geometry app [Pattern Shapes] built upon different (if any at all) design principles. In doing so we broaden the scope of ACAT by investigating a geometry app that has additional requirements in terms of accuracy of external representations, and depictions of mathematical properties (e.g. reflections and rotations), than is the case for place value concepts in [Place Value Chart] which was created using ACAT principles and has been the primary app evaluated using ACAT. We further expand the use of ACAT via an independent assessment of a second app [Click the Cube] by a novice, using the ACAT review guide. Based on our latest research, we argue that ACAT is highly useful for evaluating any mathematics app and this is a critical contribution if the evaluation of apps is to move beyond academic circles and start to impact student learning and teacher pedagogy in mathematics.

## Keywords

Mathematics education Mathematics apps Activity theory Artifact-centric activity theory Geometry App design App reviews## References

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