Analyzing the student and teacher data revealed several themes relating technology and student self-efficacy, implicit theory, and interest. We start by reporting the main theme of motivation (as well as sub-themes) found amongst the student interviews. Ten of the thirty-two student interviews were about the game, fourteen interviews were about the Brainology modules, and eight interviews were about the video.
We then report on the main themes (technology, sources of student motivation, and the trains lesson) and sub-themes we found among the ten teacher interviews. Two of the ten interviews were about the game, four were about Brainology, and four were about the video. All ten mentioned the themes of technology, sources of student motivation, and the trains lesson.
RQ1: Students’ Perceptions of Motivational Constructs in the Digital Resources
Our focus in this study related to how students perceived their motivation for learning mathematics. Here, we report students’ views on the impact of the digital resource on their self-efficacy, implicit theory of ability, and their interest in and enjoyment of learning mathematics, as well as how they connected what they saw in the work they did during the 2-day trains problem exploration.
Motivational Impact of the Technology for Learning Mathematics.
We divided the motivational impact into three sub-themes: self-efficacy, implicit theories of ability, and interest and enjoyment. The first involved sources of self-efficacy, which fourteen of the thirty-two student interviews mentioned in one form or another. Given the sources that inform students’ self-efficacy, we discuss this theme by considering the two most prominent sources that students mentioned: vicarious and mastery experiences. The former was the most common source of self-efficacy, being mentioned in ten of the overall interviews. Although we originally only designed the game to contain vicarious experiences, students’ mentioned them in relation to all three digital resources – four of the ten game interviews, four of the fourteen Brainology interviews, and, surprisingly, two of the eight video interviews. (See Table 4.)
Table 4 Percentages of student interview responses to motivational constructs
The vicarious experiences students acknowledged when playing the game were apparent because we designed the game to be an immersive experience in which the students ‘became’ the title character and also watched videos of real-life STEM professionals talking about struggling and then succeeding in mathematics. But we were surprised that students using the Brainology resource told us they felt they could relate to its characters and felt like they were in the animations with them. We were even more surprised that some students mentioned vicarious experiences in relation to the fractal video. For example, these two students identified with the narratives:
Interviewer: Would you say that watching the video made you feel more motivated to do well in math? [Question 3d in Appendix B]
Student 1: Yes, because it made me more think better, more, you know, like pay attention.
Student 2: It made me want to do, be a little bit smarter than that one [character in video].
Surprisingly, only five of the interviews mentioned mastery experiences despite our expecting students to attend to them in the game since it was built around mastery experiences. Four of these five were interviewed after playing the game, with students saying that the way the game introduced mathematics helped them see that it could be something they could succeed at: “Because if I can play a game and get all the [challenges] right, then I can take a test and I can do the same thing on a test”. Another student remarked, “Like, if you just think of math as a game, math can be just as simple as the actual game”. The one non-game interview that referred to mastery experiences was from Brainology®.
This small game percentage (four out the ten) was surprising, since we designed the game to be full of potential mastery experiences. Perhaps this was because the game’s minimal guidance structure was too open-ended for students used to explicit instruction. In two of these interviews, the students mentioned a need for guidance. One student mentioned how initially none of them seemed to know what to do in the game. “It was really difficult because it didn’t really give you that good of instructions to tell you what to do. It just gave you a pattern and blinks, so because you had nobody in the room, in the whole place even knew what to do, because it just gave us three colors, didn’t tell us what to do with them.”
The second motivation sub-theme was implicit theory of ability, with five interviews remarking on how the resource directly addressed the anxiety felt in mathematics class. Some students discussed mathematics learning in terms of the culture of mathematics in which it is couched, which seemed to trigger negative affective states for students. Fittingly, all five of these interviews were from the fourteen Brainology® interviews, which directly addressed how a fixed mindset can lead to mathematics anxiety. These students saw Brainology® as helping them get past this worry.
One fifth grade student commented, “I learned why I might be getting Ds and Cs, because I say bad things like, ‘I’m going to fail the test and I hope I’ll do good’, but I need to change those bad things to good things, like ‘I’m going to pass the test, I’m going to do good’”. A middle school student shared how Brainology® helped him deal with his academic anxiety, reporting, “I'm not doing a very good job in it, and I get all wound up and at home. I have the hardest time with my homework, so I found that it helped a lot, in how [to use] the breathing process and how to do things [that] work”. While these students’ reflections are not specific to mathematics learning, more than a third of the students working with the Brainology® resource were able to point to a fixed theory of ability to articulate their academic struggles.
The third motivation sub-theme involved interest and enjoyment. Nineteen interviews referred to how interesting or engaging the digital resource was. Five were from the game interviews, ten were related to Brainology®, and four from the video interviews. Students found the game enjoyable mainly because it was a video game. One student said, “I got kind of upset when we had to end the game, because I was doing so well and everything was just starting to make sense”. This may suggest that students’ interest in the game was directly tied to how well they thought they were performing – increased self-efficacy may have led to increased interest. Students working with the Brainology® resource seemed to enjoy it for two separate reasons. Some liked it because it allowed them to go online and surf the Internet. “It was an interesting day. I think [the teacher] was kind of irritated because everyone was, like, everyone wanted to go on a different website.” In other words, students found the experience of being able to use the internet freely (in perhaps an unintended manner) to be enjoyable. Therefore, for some, the Brainology® resource was not necessarily interesting in and of itself.
Other students found Brainology® itself to be interesting. “I didn't really want to stop looking at the screen, like every time [the teacher] would say something I kind of ignored him just because I was interested in what we were watching, so I would keep watching it. That's how I know I was interested.” Those students who found the video interesting pointed to the content of the fractals movie: “It was really interesting the way that you can figure out how far out you can go with the same shape going on, but smaller on the same one, smaller and smaller, until it could go to the size of an atom”. Therefore, the video seemed successful at making the actual academic content interesting in and of itself.
On the other hand, fourteen of the interviews (almost half) commented on how the resource was neither interesting nor enjoyable. Two of these interviews were from the game interviews, eight involved Brainology®, and four discussed the video. For the game, students found that playing it was not challenging. “Sometimes it was just a little too easy because sometimes you just had to click and if it was the wrong one you just had to find the right one.” For Brainology®, students found the lessons to be non-interactive, mentioning how the characters just “talked at them” or how the questions being asked were then quickly answered. One student commented, “Brainology®, it was kind of boring, but then it got started talking about, and it started showing pictures, I thought it was boring, but then it started showing questions, that was the ultimate boring”. For the video, some students found it un-engaging when the subject matter was confusing or too complex. Others talked about how the video was informative, but not interactive enough to be engaging, one commenting, “It was interesting, but it didn’t motivate me. They were informing you about it, you don’t want to go and study the whole thing, you are just entertained at the moment”.
Finally, we noticed that students complained or praised the aesthetics of the resource itself, even though these were not part of our interview questions. For instance, when speaking about the game, nearly a third of the students compared the game unfavorably with commercial Xbox or PlayStation games, critiquing the quality of the graphics, the interactivity of the game, the responsiveness of the interface, and the user interface design. One middle-school student complained about the slow control responses. “We kept bumping into walls and stuff, I’m like wait a minute, I don’t like, this is not, like, chill.” Additionally, when students commented on Brainology®, a quarter of them criticized the primitive animations. One interview unfavorably compared Brainology® to BrainPOP®,Footnote 5 a commercial educational website (www.brainpop.com) that students found much more “fun”. By contrast, the video, which was commercially produced by PBS Nova, seemed to enthrall students, with half of the student interviews mentioning how much they liked it. One student enthusiastically remarked, “Oh my gosh it’s so cool. Fractals are so cool! They're fun to watch and they're spiraling and all pretty!”
So even with a relatively minor exposure, students compare educational technology to prior experiences with commercial media. Perhaps if students’ psychological needs (i.e., autonomy, competence and relatedness) are not satisfied, nor tied directly to the learning goals of the task or challenge, then students attend to the superficial qualities of the technology such as the graphics (see Przybylski et al. 2010).
RQ2: Teachers’ Perceptions of Students’ Self-Efficacy, Implicit Theories of Ability, and Interests and Enjoyment in Mathematics Learning
To add clarity to the themes revealed in the student interviews, we also interviewed these students’ ten teachers. Of these ten teachers, two worked with the game, and four each with Brainology or the video.
First, both teachers working with the game expressed surprise at the way their students interacted with the game. For instance, in relation to who was doing well in the game and who struggled, one eighth-grade teacher noted: “I got to see some of them I wouldn't expect and they're all the way down here, you know, farther along in the game. Then I see some of them, they're just like stuck on the first one.” This teacher also noticed that students, particularly students who normally struggled in math, seemed very motivated to beat the game, even getting angry when the class period was over. “They were doing their own thing. I mean, they got mad at me when I tried to stop at half an hour, because they really wanted to beat the game.” This statement seems to corroborate the student-reported statement that beating the game (i.e., demonstrating the ability to accomplish a goal) seemed to fuel students’ interest and enjoyment.
Second, all four of the Brainology® teachers mentioned how their students struggled to engage with the content or connect it to learning mathematics. One eighth-grade teacher mentioned that most of his students were just clicking through the slides. “The students thought it was corny, but funny […] some of them were engaged, if they felt the content was interesting. Some of them were just clicking to get through it.” A fifth-grade teacher observed, “most students didn’t have a lot to say about it. It was hard to make any links or connections to the class lessons. But they retained the information.”
Finally, in relation to the video, only two of the four teachers mentioned ways their students interacted with the fractals and narratives in the video. For instance, a fifth-grade teacher mentioned that, while the content might have been “over my students’ heads”, she claimed that, “most kids really enjoyed it, even though some of it was more conceptually difficult than typical classroom content. They understood some of it and didn’t understand other parts, but they enjoyed it.” These extracts from the teacher interviews indicate that self-efficacy in beating the game and enjoyment and interest in the video were the only motivational constructs from our framework that teachers seemed to notice in their students.
Overall, in regard to students, we found that most of them spoke about interest to learn mathematics in terms of self-efficacy (mainly by means of vicarious experiences and less in regard to mastery experiences). In fact, vicarious experiences based upon relating to the struggles of others in mathematics seemed very strong, with students highlighting these relationships throughout their work with all three digital resources. In comparison, perhaps unsurprisingly, only students using Brainology® spoke about implicit theory of ability.