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Arithmeticus: A DPS-Based Model for Arithmetical Competence.


The Position of Arithmeticus Between other Student Models

Petrushin and Sinitsa (1990) offer a short classification of learner models. They distinguish between fixing and simulating models. Both kinds of models are based on a set of expert-rules. The learner model is a description of students behaviour related to that set of expert-rules.

Arithmeticus does not contain expert-rules in the field of mathematics, but meta-mathematical rules, telling which transitions are permitted in calulations or in argumentations. Using those rules, Arithmeticus can construct lines of arguments.

If a student has expressed his solution of a problem, Arithmeticus tries to realise (for itself) this expressed solution by constructing a fitting line of arguments (or algorithm algorithm (ăl`gərĭth'əm) or algorism (–rĭz'əm) [for Al-Khowarizmi], a clearly defined procedure for obtaining the solution to a general type of problem, often numerical. ). So, Arithmeticus offers a generic description of mathematical knowledge based on meta-mathematical rules. The kernel The nucleus of an operating system. It is the closest part to the machine level and may activate the hardware directly or interface to another software layer that drives the hardware.  of Arithmeticus is not a psychological, but an epistemological e·pis·te·mol·o·gy  
n.
The branch of philosophy that studies the nature of knowledge, its presuppositions and foundations, and its extent and validity.



[Greek epist
, generic description of mathematics (arithmetics).

Around this kernel, we created a psychological shell by annotating an·no·tate  
v. an·no·tat·ed, an·no·tat·ing, an·no·tates

v.tr.
To furnish (a literary work) with critical commentary or explanatory notes; gloss.

v.intr.
To gloss a text.
 solutions of children. It works like this: In MathMirror (front end), a student can express calculations by manipulating mathematical objects. Those manipulations (solutions) are recorded with time annotations. Comparing these students' expressions with solutions produced by Arithmeticus gives a lot of information about the students work. So, it is possible to qualify solutions in terms as effectiveness, speed, degree of automation, and used rote rote 1  
n.
1. A memorizing process using routine or repetition, often without full attention or comprehension: learn by rote.

2. Mechanical routine.
 knowledge. Those qualifications are based on learning history. For instance, newer solutions can repress re·press
v.
1. To hold back by an act of volition.

2. To exclude something from the conscious mind.
 older ones, and automatisms can improve or deprove. Arithmeticus describes annotated and qualified students' solutions. Solutions are added to the set of rules that Arithmeticus uses in producing calculations or argumentations.

Arithmeticus can "learn" rules that are constructed by Arithmeticus and recognised in students' work. This way, Arithmeticus is a generic representation of what a student might learn.

Arithmeticus is not a psychological model of how a student thinks. It hasn't has·n't  

Contraction of has not.


hasn't has not
hasn't have
 that pretention PRETENTION, French law. The claim made to a thing which a party believes himself entitled to demand, but which is not admitted or adjudged to be his.
     2.
. We think of Arithmeticus as a student's mathematical mate, who tries to know what his friend is doing. Arithmeticus remembers what the student-friend has done before and can understand the students more and more. So, large pieces of argumentations can remain implicit after some communication between a student and Arithmeticus. If the student-friend falls back (regression regression, in psychology: see defense mechanism.
regression

In statistics, a process for determining a line or curve that best represents the general trend of a data set.
) or produces something new, Arithmeticus can mark it.

A student can fail in constructing or in expressing an algorithm or argumentation. There are two levels of errors:

* Not acceptable transitions: logical or syntactical syn·tac·tic   or syn·tac·ti·cal
adj.
Of, relating to, or conforming to the rules of syntax.



[Greek suntaktikos, putting together, from suntaktos, constructed, from
 errors.

* Dirty argumentations: formally correct but inefficient or regressive re·gres·sive
adj.
1. Having a tendency to return or to revert.

2. Characterized by regression.



re·gres
 argumentations.

Logical and syntactical errors are detected immediately in the user interface. Dirty argumentations are detected by Arithmeticus immediately after a student has performed a given solution. Arithmeticus does not produce errors like perturbation perturbation (pŭr'tərbā`shən), in astronomy and physics, small force or other influence that modifies the otherwise simple motion of some object. The term is also used for the effect produced by the perturbation, e.g.  models. In fact, errors are not very important in Arithmeticus because this system is interested in how a student can combine acquired personal knowledge to create interesting solutions. Arithmeticus can produce reactions such as, "Well, it is correct, but you can produce a shorter solution." Nevertheless, it is possible to add error generation to Arithmeticus, too.

Arithmeticus is an epistemological, generative gen·er·a·tive
adj.
1. Having the ability to originate, produce, or procreate.

2. Of or relating to the production of offspring.



generative

pertaining to reproduction.
 description of solutions that a student is able to generate. A psychological shell qualifies students' solutions in terms of knowledge and skills, which are stored in students' learning history databases. Arithmeticus learns with a student, and can communicate with the student about qualities of students' solutions. In this context, some epistemological aspects, ideas about learning mathematics, DPS-based microworlds, and generic planning of exercises are discussed.

Education

Thinking is a chaotic process, but we can assess flows of thoughts by expressing them in a language. Which expressions are acceptable and which are not is culturally determined. So, concepts and lines of argument are not necessarily successful representations of thinking. In language, philosophy concepts and logic are products of the culture of a person, a group, or a society. The scholastic way of defining concepts by describing essences is only one of the possible ways of representing knowledge, maybe not very interesting as far as learning is concerned.

In expert systems, models of cognition cognition

Act or process of knowing. Cognition includes every mental process that may be described as an experience of knowing (including perceiving, recognizing, conceiving, and reasoning), as distinguished from an experience of feeling or of willing.
 are often based on scholastic knowledge representations. That might be useful in illustrating, explaining, and criticising scientific results and methods. It might be less useful in provoking pro·vok·ing  
adj.
Troubling the nerves or peace of mind, as by repeated vexations: a provoking delay at the airport.



pro·vok
 creative thinking.

In this article, we concentrate on the question of how we can enrich creative thinking and how we can coach learning. A student in mathematics is not someone who has to "behave like an expert mathematician," but someone who is creative in thinking and sensible in communication between mathematicians Mathematicians by letter: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z See also
  • Requested mathematicians articles
  • (by country, etc.)
  • List of physicists
External links
.

Instruction (in mathematics) should concentrate on the enrichment enrichment Food industry The addition of vitamins or minerals to a food–eg, wheat, which may have been lost during processing. See White flour; Cf Whole grains.  of creative thoughts, facilitating expressions, and on reflection on communication (between mathematicians). Learning (mathematics) is not learning to behave like an expert (mathematician).

ABOUT CONCEPTS

From a (socio- socio-
pref.
1. Society: sociocentric.

2. Social: sociogenic. 
) constructivist con·struc·tiv·ism  
n.
A movement in modern art originating in Moscow in 1920 and characterized by the use of industrial materials such as glass, sheet metal, and plastic to create nonrepresentational, often geometric objects.
 point of view (Varela Varela could be
  • Adriana Varela - Tango singer
  • Blanca Varela - Peruvian Poetess
  • Félix Varela - Priest
  • Francisco Varela - Chilean biologist and philosopher.
  • José Enrique Varela - Spanish General
  • Leonor Varela - Chilean actress.
, 1990), man is constructing knowledge by expressing thoughts with physical and linguistic acts, and reflecting on the effects of those expressions in the physical and social environment. Concepts are not defined by essences and attributes, but concepts are clusters of experiences that people talk about in the same kind of words. The relation "... is (an) ..." (or nearly equivalent: "...is a subset/element of ...") is fundamental in traditional logic.

A butterfly butterfly, any of a large group of insects found throughout most of the world; with the moths, they comprise the order Lepidoptera. There are about 12 families of butterflies. Most adult moths and butterflies feed on nectar sucked from flowers.  is symmetric No difference in opposing modes. It typically refers to speed. For example, in symmetric operations, it takes the same time to compress and encrypt data as it does to decompress and decrypt it. Contrast with asymmetric.

(mathematics) symmetric - 1.
.

A square is a quadrangle quadrangle

Rectangular open space completely or partially enclosed by buildings of an academic or civic character. The grounds of a quadrangle are often grassy or landscaped.
 with sides of equal length and right angles.

Relations like "...is like..." are important in language philosophy or in constructivist psychology.

A butterfly opens and closes itself like a book: both the wings of the butterfly and the pages of the book fit precisely on each other.

Something is symmetrical symmetrical

equally on both sides.


symmetrical multifocal encephalopathy
inherited disease in two forms: Limousin form appears at about a month old with blindness, forelimb hypermetria, hyperesthesia, nystagmus, aggression, weight
 if we can agree it is like a butterfly.

Something is a square if it is just like a piece of paper that can be folded symmetrical in two ways.

Or something is a square if it is just like a flag that can be rotated rotated

turned around; pivoted.


rotated tibia
see rotated tibia.
 in a grid of flags.

The scholastic or Aristotelian way of modelling concepts in terms of essences is a very important logical scientific method. But maybe it is not very helpful when thinking about thought. In language philosophy it is not important to ask, "What is a book ?" but to ask, "In what circumstances CIRCUMSTANCES, evidence. The particulars which accompany a fact.
     2. The facts proved are either possible or impossible, ordinary and probable, or extraordinary and improbable, recent or ancient; they may have happened near us, or afar off; they are public or
 do people use the word 'book?"' People do not use the word "book" because all books have the same book-ness as common essence, but they use "book" for things that are less or more alike in some conventional sense.

This seems a very loose way of defining concepts, but it seems to be more like what really happens between people, and maybe more like what happens in people's minds. Following the ideas of Varela, I prefer to say, "We think by imagination." Our thinking is a flow of imagination. Sometimes, that flow is well known, based on experience, sometimes it is very chaotic and directed by mutually competitive associations.

Realising or understanding what has been said or done is the other way around to express thoughts. Realising is trying to have a fitting flow of thoughts, and fitting means: "I could have expressed this flow of thoughts in the same way as I have heard or seen now."

MATHEMATICAL METHOD

In the ISMA ISMA

See: International Security Market Association
 project, we proposed to make a difference between thinking and reasoning. To think is a creative, very loose, and unstructured process (Varela). To reason is expressing a flow of thoughts in lines of arguments in a language. A mathematician tries to assess thoughts and intuitions (mathematical method) by expressing them in a formal language in which the validity of lines of arguments is based on the conventions in mathematical logic mathematical logic: see symbolic logic. . That convention, itself, is a result of analysis of lines of arguments that are widely accepted in a mathematical community.

Someone can learn mathematics in a community by trying to express thoughts about numbers and structures, and by reflecting on the reactions of others on those expressions. So, someone learns mathematics by practising practising
Adjective

taking part in an activity or career on a regular basis: a practising barrister

practising, practicing (US) adj [Christian etc
 this mathematical method.

THINKING AND REASONING

Reasoning is a language-bound part of thinking. Before saying or doing something, one can express thoughts in language and critique whether those expressions will be successful or not. An expression is successful if someone else can recognize the expression and agree with it. So, thinking is not language bound, but it is a flow of imagination. A part of that thinking is reasoning, and that is creating and criticising expressions. Reasoning is method based, thinking is not.

In mathematics, methods are very rigorous. It is possible to construct lines of arguments in a logical, correct way, and logically correct lines of arguments have a very good chance of being accepted. Expressing flows of thoughts implies reflection on the acceptability of formulated for·mu·late  
tr.v. for·mu·lat·ed, for·mu·lat·ing, for·mu·lates
1.
a. To state as or reduce to a formula.

b. To express in systematic terms or concepts.

c.
 expressions, that is, applying mathematical or other methods.

In mathematics communication, there are mainly two kinds of reactions to an expression:

1. Formal reactions: I think your expression is (not) logically correct.

2. Semantic See semantics. See also Symantec.  reactions: I can recognize what you expressed and I agree (not).

Dynamic Problem Spaces (DPS Minicomputer series from Bull HN.

1. (language, text) DPS - Display PostScript.
2. (language) DPS - A real-time language with direct expression of timing requests.

["Language Constructs for Distributed Real-Time PRogramming", I.
) and Mathematical MicroWorlds (MMW MMW Millimeter Wave
MMW Medeski, Martin, and Wood
MMW Magne Magler Wiggen (Norwegian architects)
MMW Mark My Words
MMW Making of the Modern World
)

Students who have to solve a mathematical or arithmetical problem have to find an adequate orientation to their task. If a mathematical problem Mathematical problem may mean two slightly different things, both closely related to mathematical games:
general meaning
a question that can be answered with the help of mathematics ; formal meaning : any tuple (S, C( ), r
 is submitted to a student, pieces of his (mathematical) knowledge are associated with that problem. This associated knowledge is not a static, but a dynamic knowledge that changes with the state of the problem-solving problem-solving nresolución f de problemas;
problem-solving skills → técnicas de resolución de problemas

problem-solving n
 process. These pieces of actual knowledge are called a dynamic problem space (DPS) (Newell Newell may refer to:

In places:
  • Newell, California
  • Newell, Iowa
  • Newell, Pennsylvania
  • Newell, South Dakota
  • Newell, West Virginia
  • Newell Highway
People with the surname Newell:
  • Newell (surname)
See also
 & Simon, 1972).

In Klep (1992), mathematical microworlds (MMW) have been presented as learning environments:

* They help children to actualise their DPS for the current problem state.

* Students can express their reasoning or calculations.

* MMWs offers feedback on the progression or regression of mathematical activity of the student.

A good MMW should reflect most relevant elements of the current DPS of a child, corresponding to the current problem state in the MMW. A good MMW should also support reflection of a student on solutions or actions. MathMirror is such a MMW.

In order to present suitable information, suggestions, and tools in an MMW, we need a Students Math Model (PMM PMM Purchase Money Mortgage
PMM Project Management Methodology
PMM Perpetual Motion Machine
PMM Permanent Magnet Motor
PMM Professional Murder Music (band)
PMM Precision Measuring Machine
PMM Power Management Mode
), in which the mathematical knowledge of a student can be represented and from which actual DPS's can be generated. Arithmeticus is such a PMM.

Given a problem P, the student has a DPS associated with P. If the student has a poor DPS, the problem is not very meaningful. If the student has a rich DPS, then the problem is more meaningful, and the student might have a good chance to have a strategy to construct a solution for that problem.

Experts, Expert-Knowledge and Expert Systems

Experts in any area are people with very rich DPSs that can be activated activated

a state of being more than usually active. In biological systems this is usually brought about by chemical or electrical means. Commonly said of pharmaceutical and chemical products.
 when the expert is thinking about that area. An expert is well trained in using conventional methods concerning that area.

In this epistemological view on experts, it is important to understand that someone is free to use a method or not. Sometimes, a mathematician can say, "Well, your proof is correct, but I feel your thesis is not good." One of the worst things a student in mathematics can do is try to find a solution by applying lines of arguments that are known by heart.

In most expert systems, expert knowledge is modelled in facts and rules. Those facts and rules are found by knowledge elicitation e·lic·it  
tr.v. e·lic·it·ed, e·lic·it·ing, e·lic·its
1.
a. To bring or draw out (something latent); educe.

b. To arrive at (a truth, for example) by logic.

2.
. But this kind of expert system represents only the lines of arguments and the methods used by experts, that is, not the experts' knowledge. In terms of Figure 1, expert systems represent objects, actions, and written and spoken language in a formal (written) world and the (logical) relations between them. They do not represent the thinking process itself.

Competence versus Performance in Reasoning

The difference between thinking and reasoning is made clear when a child can say, "I think I can understand this, but I cannot explain it." In school, good performance (correct lines of arguments and computations) is often identified with "someone is good in mathematics." That is not necessary true. A child might know one correct and well-trained type of solutions. In that case, they have very poor DPSs in thinking. Maybe they are not very creative in mathematics.

Bad performance is often identified with bad thinking. That seems to be too fast. There is not much interest in the problems children can have expressing their mathematical imaginations.

Because thinking and performance are often identified, much instruction is designated to tell children "how to solve" a problem or "how to think." That kind of instruction neglects the nature of thinking processes in a child's mind. So, there is a gap between thinking and performance.

Nevertheless, lines of arguments and calculations are the only things that can be assessed because thinking is very hard to observe. But my assumption is that most of the time, there are some successful thoughts behind successful expressions. So, a good opportunity to enrich thinking is to remind a child of earlier, successful thoughts and give suggestions that are easily relatable to those earlier thoughts. In this epistemology epistemology (ĭpĭs'təmŏl`əjē) [Gr.,=knowledge or science], the branch of philosophy that is directed toward theories of the sources, nature, and limits of knowledge. Since the 17th cent. , even the most rigid instruction is a kind of enrichment of thinking (and DPS's), based on assessment of the mathematical performance of children.

EDUCATION

Good education offers children a rich MMW that reflects, in some sense, elements of their DPS of a problem. More exactly, a good MMW offers expressions that can be realised, easily, by the student. So, education is not offering "what a good expert would do." That might be helpful for the enrichment of a child's DPS, but is rather indirect because offering expert behaviour is rather prescriptive pre·scrip·tive  
adj.
1. Sanctioned or authorized by long-standing custom or usage.

2. Making or giving injunctions, directions, laws, or rules.

3. Law Acquired by or based on uninterrupted possession.
 and not an aid for creative thinking and formulating thoughts.

MAN--COMPUTER DIALOGUES IN THE ISMA PROJECT

In natural person-to-person per·son-to-per·son
adj.
1. Of or relating to a long-distance telephone call chargeable only when the caller speaks to an indicated person at the number reached.

2.
 communication, people give answers after realising what the other person says (Figure 1). What could be the idea of man-computer interaction? In the ISMA project, we have chosen an interaction such as Figure 2. In this communication, Aritmeticus tries to interpret students' (incomplete) expressions as a line of argument (a calculation).

In the man-computer interaction in the ISMA project, the computer is a rather poor listener compared to a person. It only compares and assesses actual calculations and lines of argument of a child with "what a student is able to do." The front-end front-end
adj.
1. Of or relating to the initial phase of a project: a front-end investment.

2. Of or relating to the forward parts of a vehicle: a front-end alignment.
 in which a child works in is called "MathMirror," because the program reflects a description of students' reasoning performance, the DPS of a child, and the quality of the solution compared to earlier work. When starting with a new Student Arithmeticus, the knowledgebase is nearly empty; it only contains rules determining how to create algorithms The following is a list of the algorithms described in Wikipedia. See also the list of data structures, list of algorithm general topics and list of terms relating to algorithms and data structures. , based on a set of elementary rules and relations. Basic knowledge is addition and subtraction subtraction, fundamental operation of arithmetic; the inverse of addition. If a and b are real numbers (see number), then the number ab is that number (called the difference) which when added to b (the subtractor) equals  with 0 and 1. How these programs work will be explained in next paragraphs.

Students Errors

Until now, the ISMA project did not concentrate on procedural errors. In fact, only formal errors were reflected to make the child think about "a failing communication." If an error occurs, the child had to make a desicion and recreate the steps or solution.

Qualities of solutions are compared to the child's learning history and the solutions that should be calculated based on skill level. Correct solutions, solutions without formal errors, are correct for Arithmeticus. Nevertheless, they can be ineffective, too long or complex. The system can give comments such as, "I think you can find a shorter solution."

MathMirror

In the next paragraphs, MathMirror will be presented. This is followed by a student's solution in MathMirror that will be discussed, and then Arithmeticus will be presented. In the last paragraph, implications of Arithmeticus will be discussed. MathMirror [1] is an experimental MMW in which children can solve arithmetical problems.

MathMirror, in its experimental setting, offers a modest presentation. MathMirror and Arithmeticus are test cases to recognize and test the epistemological and educational concepts of DPS and MMW as described previously. Early mathematics is a small but very rich area in which ideas can be tested.

MathMirror is a front-end, and Arithmeticus is a student's model for learning early mathematics. They provide children a program for constructing and training strategies for reducing addition, subtraction, multiplication multiplication, fundamental operation in arithmetic and algebra. Multiplication by a whole number can be interpreted as successive addition. For example, a number N multiplied by 3 is N + N + N.  and division in early mathematics. (Age 7-12). Both in MathMirror and Arithmeticus, fractions and real numbers are provided in the program's architecture. (In an experimental setting they can be used already.) The concept of Arithmeticus is very general: all formal knowledge and algorithms can be handled in the same way.

In Figure 3 a "worksheet See spreadsheet.

worksheet - spreadsheet
" is shown in which the formula 85 + 38 is presented. The task is to reduce 85 + 38 to 123. If a student knows the answer, 123 can be written, and MathMirror will accept that. If a child does not know the result by heart, these steps can be written:

If a student does not know what to do, the small icons in the menu can be used. Marking the number 38 in 85 + 38 and clicking [GRAPHIC EXPRESSION NOT REPRODUCIBLE re·pro·duce  
v. re·pro·duced, re·pro·duc·ing, re·pro·duc·es

v.tr.
1. To produce a counterpart, image, or copy of.

2. Biology To generate (offspring) by sexual or asexual means.
 IN ASCII ASCII or American Standard Code for Information Interchange, a set of codes used to represent letters, numbers, a few symbols, and control characters. Originally designed for teletype operations, it has found wide application in computers. ], give the result:

That means: 38 = 30 + 8 or 38 is only "2 away from 40." The student can choose one of the two suggestions or quit. "[GRAPHIC EXPRESSION NOT REPRODUCIBLE IN ASCII]" offers possible splits of 38 referring to "somewhat further than 30" or "somewhat before 40". The second suggestion only will be presented if the distance from 38 to 40 is well known. In the same way, 85 can be split up into 80 + 5,90-5, or 100 - 15.

Suppose the child chooses 100 - 15, then the task becomes:

85 + 38 = 85 + 38

= 100 = 15 + 38

The child might decide to reduce - 15 + 38 first. Marking - 15 + 38 and clicking "[GRAPHIC EXPRESSION NOT REPRODUCIBLE IN ASCII]" gives a commutation. (Marking 15+38 and clicking" "give an error message: "You should mark the '-' before 15, too.") And maybe the child reduces 38-15 to 23 by heart:

85 + 38 = 85 + 38

= 100 - 15 + 38

= 100 + 38 - 15

= 100 + 23 ""

= 123

The last step, 100 + 23 123, is easy.

A quite different way of thinking about 85 + 38 is thinking in terms of nice numbers. Marking 85 + 38 and clicking "[GRAPHIC EXPRESSION NOT REPRODUCIBLE IN ASCII]" give a list of alternatives related to what a child has proved to know to the system.

Some elements of the list are:

* 85 is near to 100, the difference is 15, so we need 38 - 15 = 23 more: 100 + 23.

* 85 is near to 90, the difference is 5, so we have: 90 + 33.

* 85 is near to 80, the difference 5 can be neglected for a moment: first 80 + 38, and then + 5. In short: (80 + 38) + 5.

Another related strategy is:

* 85 is near to 80, the difference 5 has to be added, well lets do it to 28, 50 we have: 80 + 43.

A nice one is, I have got to add something to 85. Well, I first will add 35, near to 38, but ending on a 5, so I have 120. And then: I know I need 3 more, because 35 is 3 less then 38.

This kind of strategy is very refined and complicated. It is not the calculus calculus, branch of mathematics that studies continuously changing quantities. The calculus is characterized by the use of infinite processes, involving passage to a limit—the notion of tending toward, or approaching, an ultimate value.  that is complex. It is the massive need of knowledge and experience needed for this kind of approximation approximation /ap·prox·i·ma·tion/ (ah-prok?si-ma´shun)
1. the act or process of bringing into proximity or apposition.

2. a numerical value of limited accuracy.
. MathMirror only offers a suggestion to a child if needed knowledge is available, indeed. In the first example, for instance, the distance from 85 to 100 is needed, 38-15 is needed, and these efforts are only useful if 100 + 23 is easy. So, MathMirror has to evaluate whether these steps are available, before offering the suggestion 85 + 38 = 100 + 23.

Other tools in the upper toolbar A row or column of on-screen buttons used to activate functions in the application. Many toolbars are customizable, letting you add and delete buttons as required. Toolbars may be fixed in position or may float, which means they can be dragged to a more convenient location in the  will not be discussed here. These examples make it clear that the tools in the upper bar offer a part of the algebraic 1. (language) ALGEBRAIC - An early system on MIT's Whirlwind.

[CACM 2(5):16 (May 1959)].
2. (theory) algebraic - In domain theory, a complete partial order is algebraic if every element is the least upper bound of some chain of compact elements.
 DPS of 85+38.

The mathematical idea of substitution Substitution
Arsinoë

put her own son in place of Orestes; her son was killed and Orestes was saved. [Gk. Myth.: Zimmerman, 32]

Barabbas

robber freed in Christ’s stead. [N.T.: Matthew 27:15–18; Swed. Lit.
 is supported by marking and replacing. For example, in case of:

3 + 5 + 7 + 5, where a student can mark 5 + 5 and replace it by 10.

Or in case of:

85 + 38 = 80 + 5 + 38, where a student marked 85 and replaced it by 80+5.

This mark-and-replace function is supported by a detailed error control for grammar and logical mistakes.

At the lower bar on the right side we see other icons:

The two at the right side are not important now. They can be used to exit the worksheet in some way. The left three offer the opportunity to take 85+38 or a marked sub-problem to another representation:

arrow-language-

85 [[right arrow].sup.+38]

85 [[right arrow].sup.+10] 95 [[right arrow].sup.+10] 105 [[right arrow].sup.+10] 115 [[right arrow].sup.+5] 120

120 [[right arrow].sup.+3] 123

In this "arrow"-language 85 + 38 is understood as 85 + 10 = 95, 95 + 10 = 105 and so on. Adding tens and 5 and 3 is "stringing" steps until you are far enough. In the "arrow language worksheet" and in the numberline worksheet the same tool-icons are available as in the "="- worksheet.

numberline

In the numberline worksheet, many techniques for drawing on the numberline are supported in order to express a strategy. For instance, someone can decide to approximate 85 + 38 by 85 + 40:

In this numberline representation, the approximation is very easy to understand: 125 is a little bit too far. The difference is 40 - 38.

or to go to another "="-worksheet.

This option is automatically used in case of a wrong replacement:

Suppose someone has split 85 + 38 into 100 - 15 + 38, commutes -15 + 38, marks 38 - 15, and replaces it by 33: 100 + 38 - 15 [GRAPHIC EXPRESSION NOT REPRODUCIBLE IN ASCII] then MathMirror reacts with:

The mistake is implicitly marked, and the wrong reduction is offered in a separate worksheet with all tools available.

MathMirror offers a counterpart counterpart n. in the law of contracts, a written paper which is one of several documents which constitute a contract, such as a written offer and a written acceptance.  of the student's DPS of 85 + 38 and its sub-problems. Tools are sensible for the objects to which they are applied, and the tools of the MMW (worksheet) follow the child's solution of the problem and offer the child ideas that might belong to the child's DPS. "Might" means that the current student has the knowledge involved in the strategy available.

ARITHMETICUS: A STUDENTS MODEL

In this paragraph, how Arithmeticus produces solutions of exercises is sketched. After that, how Arithmeticus "learns" arithmetic is presented. And in the end, discussion includes how a zone of next development can be defined using Arithmeticus and how Arithmeticus can "reflect" on quality of solutions.

Arithmeticus: Modelling Student's DPS's

In the description of MathMirror, 85 + 38 is used as an example. A student can generate a solution in several ways:

* The reduction can be known by heart.

* An algorithm that is (rather) well known can be remembered.

* The expression can approximated.

* The expression can be split up or rounded up one or more numbers.

* Algebraic rules can be used, like commutation and substitution.

A DPS of 85 + 38 is a set of this kind of associations. Solving 85 + 38 can be understood as generating a chain of associations. Reminding the DPS is changing with the state of the solution. A student's reduction can be modelled as a formal representation of that chain of associations: a sequence of mathematical transformations. This is a DPS-based solution.

Sometimes it is rather difficult to understand the strategy that a child has followed. What is -for example- the strategy behind: 45 + 19 = 60 + 4 = 64? Reasonable interpretations are:
                         Some Solutions for 45+19
 1. A.      B.              C.      D.
 2. 45+19   45+19           45+19   45+19
 3. 45+10+9 (45-1) + (19+1) 45+20-1 50+14
 4. 45+10   44+20           45-1    60+4
 5. 55      40+4+20         44      64
 6. 55+9    40+20           44+20
 7. 55+5+4  60              40+4+20
 8. 55+5    60+4            40+20
 9. 60      64              60
10. 60+4                    60+4
11. 64                      64


* Interpretation A is very common: 19 has been split up.

* Interpretation B is based on the rule: a + b (a - c) + (b + c). That rule is applied in order to change 19 into 20. That's easier for addition.

* Interpretation C is based on the idea that 19 is just near to 20.

* Interpretation D is also based on the rule a + b = (a - c) + (b + c). First, 45 is rounded to 50, and 10 of 14 has been moved towards 50. Then 60+4= 64 remains.

Suppose we know that this student knows reductions like 45 + 10=55 and 45 + 20 = 65. (These reductions are based on, for example, "counting forward in steps of 10, from any number.") Then, the interpretations B, C, and D are not very likely:

* In interpretation B, steps 5 - 8 seem superfluous su·per·flu·ous  
adj.
Being beyond what is required or sufficient.



[Middle English, from Old French superflueux, from Latin superfluus, from superfluere, to overflow :
.

* In interpretation C, steps 7 - 10 seem redundant.

* In interpretation D, 50 + 14 seems to be known by heart (but for commutation), so 60 + 4 seems to be superfluous.

Nobody gives a fully detailed reduction of an arithmetical expression; only a few steps will be given which are necessary as an aid to memory. Therefore, most solutions of arithmetical reduction tasks cannot be completely understood without any knowledge of what a student might know already. A good teacher who sees a student's solution like 45 + 19 = 60 + 4 = 64, thinks, "What algorithms related to my instruction, give solution's steps that include 45 + 19 = 60 + 4 = 64?" A more refined question might be: "Given the facts and algorithms a student knows, what algorithms using that knowledge give solution steps, that include 45 + 19 = 60 + 4 = 64?"

For the interpretation of a student's reductions, we need "the reductions a student is able to make." We could collect reductions or reduction strategies from schoolwork. The problem is there are thousands of possible reductions. So, we have a representation problem and a collecting problem. And if we have that collection of reductions, we still have the problem of how to match those reductions with actual students' work. A problem becomes clear in solution A:
 1. A.      A'.
 2. 45+19   45+19
 3. 45+10+9 45+10+9
 4. 45+10   45+10
 5. 55      55
 6. 55+9    55+9
 7. 55+5+4
 8. 55+5
 9. 60
10. 60+4
11. 64      64


Steps 7-10 can be omitted, when a student can do 55 + 9 very fast and by heart. So algorithm A' is shorter than algorithm A. But it might be possible that a child writes:

(i) 45 + 19 = 55 + 9 = 60 + 4 = 64.

in place of the shorter:

(ii) 45 + 19 = 55 + 9 = 64.

(ii) fits to algorithm A', (i) is a regression in algorithm A' or it is fitting to algorithm A.

If a student uses often A', I prefer to say (i) is a regression.

This example shows we need a dynamic set of students' facts and algorithms changing with students' learning. In the next paragraph, a DPS-based model of students' facts and algorithms is shown that permits complete interpretation of students' solutions and can record progression and regression in individual algorithms.

ARITHMETICUS: GENERATION OF ALGORITHMS A STUDENT IS ABLE TO

Arithmeticus produces reductions of any arithmetical expression by combining transformations. Arithmeticus is simulating DPS-based solutions by chaining elementary transformations (rules).

Arithmeticus is an inference engine The processing program in an expert system. It derives a conclusion from the facts and rules contained in the knowledge base using various artificial intelligence techniques.

inference engine - A program that infers new facts from known facts using inference rules.
 with static and dynamic transformation rules. There are two kinds of static rules: algebraic rules and rules that change representations. Dynamic rules are facts and algorithms that are available for a current student.

A fact is a memorised relation like 3 + 4 = 7. An algorithm is a reduction of an expression in a number of steps, as in Table 1. Algorithms are represented as a recursive See recursion.

recursive - recursion
, structured sequence of specified transformations. Algorithms are not related to an exercise. Arithmeticus can test whether an algorithm can be applied to an expression or not. In the students' model, algorithms can be qualified as strategy, routine, or automatism automatism

Method of painting or drawing in which conscious control over the movement of the hand is suppressed so that the subconscious mind may take over. For some Abstract Expressionists, such as Jackson Pollock, the automatic process encompassed the entire process of
, depending on the speed and correctness of student's solutions.

In Arithmeticus concepts like "easy" and "is in the neighbourhood of' have been defined. These concepts are used in strategies like: 6+7 is in the neighbourhood of 6 + 6, or 63 - 48 is nearly 63 - 50.

Given an expression (as "85 + 38"), Arithmeticus can produce algorithms that a current student is supposed to be able to produce. This way Arithmeticus can produce hundreds of different algorithms to reduce "85 + 38."

An algorithm is a sequence of static and dynamic transformations. Dynamic transformations are facts and algorithms that a current student learned before. Each time Arithmeticus determines an algorithm that is new to the current student, that new algorithm is added to the student's knowledge base. The same is done with facts. So, the set of dynamic rules is growing. In other words Adv. 1. in other words - otherwise stated; "in other words, we are broke"
put differently
, the DPS-model of a current student is growing.

Arithmeticus, with its dynamic and static rules, gives a generic model of the algorithms that a student is able to do. New student's reductions are interpreted in that generic model.

Student's reductions are interpreted in two or more steps:

1. Ask Arithmeticus which reductions of a formula are possible for the current student.

2. Match the Arithmeticus solutions with the current student's reductions.

Sometimes, there is ambiguity Ambiguity
Delphic oracle

ultimate authority in ancient Greece; often speaks in ambiguous terms. [Gk. Hist.: Leach, 305]

Iseult’s vow

pledge to husband has double meaning. [Arth.
 in the matching process. In that case, a dialogue is started in which the current student can explain his algorithm in more detail.

This matching covers the case of regression. If the matching process expects a solution by heart, but meets some steps belonging to what has to be done by heart, a regression is established.

ARITHMETICUS: SUPPORTING REFLECTION

A very interesting feature of Arithmeticus is the possibility to compare algorithms. Length, complexity, numbers of integers, level of practice, and other properties can be compared. On the basis of those properties, the quality of algorithms can be compared. Arithmeticus can see whether an algorithm is used with less expressed steps or faster in time. Arithmeticus can compare a current algorithm with other earlier-used students' algorithms for the same type of reductions. And Arithmeticus can compare a solution with the algorithms that a student is able to calculate. So, comments can be given like:

"This is a nice new solution of yours."

"Compliments com·pli·ment  
n.
1. An expression of praise, admiration, or congratulation.

2. A formal act of civility, courtesy, or respect.

3.
, you proved you can do this algorithm by heart."

"This is a good solution, but you know a faster one."

"Please, do this reduction again and use the DPS-icons in MathMirror."

So Arithmeticus can produce comments for a student in order to make the studen Coordinates:

Studen is a municipality in the district of Nidau in the canton of Bern in Switzerland.
 reflect on the reduction.

ARITHMETICUS: GENERIC PLANNING OF EXERCISES

One of the most exciting aspects of Arithmeticus is the possibility of planning exercises by calculating a zone of next development. Given a set of goal exercise types and a current state of Arithmeticus, it is possible to calculate which type of exercises can be done on what kind of level by the current student. A planning algorithm chooses, from this zone of next development, sets of exercises and individual exercises to be used whether a student has requested knowledge available or not.

This way of planning is very different from the usual curriculum definition. There is no sequence of exercises that defines the curriculum. There is only a set of goal exercise types. By implication, the learning path of individual students can differ. The learning paths are not redefined but are generically defined by the set of goal-exercises, the current state of Arithmeticus for the current student, and the planning algorithm that tells which exercises from the zone of next development will be chosen first.

Up to now, there are two goal exercise types: formula types and algorithm types. Formula types are, for example, addition exercises with operands from a certain domain. Algorithm types are sets of formulae that have to be solved by the same algorithm.

IMPLICATIONS OF ARITHMETICUS: GENERIC STUDENT- VERSUS EXPERT-MODELLING

Arithmeticus and MathMirror offer a learning environment in which a child can develop personal strategies. There are no predefined expert solutions. A solution can be good or nicely related to a child's learning history. The more strategies or facts a child learns, the smarter Arithmeticus will be and the more smart solutions Arithmeticus will expect of a student. In some sense Arithmeticus learns the arithmetic of a child and reflects all previous work in the MMW MathMirror in order to have a child recognize the DPS of a current problem. What is smart for Arithmeticus is smart for the student, and the other way round. What Arithmeticus can do is combine all a child knows and elementary mathematical transformations so it can create "what a student is supposed to be able to do." Arithmeticus and MathMirror can feed a student's creative thinking by offering a student a meaningful but formal based dialogue in which a child can enrich personal thinking.

Note

(1.) A school and a home version of MathMirror ("Plato Plato (plā`tō), 427?–347 B.C., Greek philosopher. Plato's teachings have been among the most influential in the history of Western civilization. Life


After pursuing the liberal studies of his day, he became in 407 B.C.
 and his MathMirror") was edited by Zwijsen, Tilburg Tilburg (tĭl`bərg), city (1994 pop. 163,383), North Brabant prov., S Netherlands, near the Belgian border. Woolen textiles are the primary manufactured products. The city's main industrial growth began in the late 19th cent. , Netherlands Netherlands (nĕth`ərləndz), Du. Nederland or Koninkrijk der Nederlanden, officially Kingdom of the Netherlands, constitutional monarchy (2005 est. pop. 16,407,000), 15,963 sq mi (41,344 sq km), NW Europe.  in September/December, 1997.

References

Klep, J. (1992). Learning elementary mathematics Elementary mathematics consists of mathematics topics frequently taught at the primary and secondary school levels. The most basic are arithmetic and geometry. The next level is probability and statistics, then algebra, then (usually) trigonometry and pre-calculus. : A discussion of Micro-Worlds. In P. Kommers et al.: Cognitive tools for Learning, NATO NATO: see North Atlantic Treaty Organization.
NATO
 in full North Atlantic Treaty Organization

International military alliance created to defend western Europe against a possible Soviet invasion.
 ASI ASI,
n See Anxiety Sensitivity Index.
 Series, Vol. F81, Berlin Heidelberg Heidelberg (hī`dəlbĕrkh), city (1994 pop. 139,430), Baden-Württemberg, SW Germany, picturesquely situated on the Neckar River. Manufactures include machinery, precision instruments, leather goods, and tobacco and wood products. : Springer-Verlag.

Newell, A., & Simon H. (1972). Human problem solving problem solving

Process involved in finding a solution to a problem. Many animals routinely solve problems of locomotion, food finding, and shelter through trial and error.
. Englewood Englewood (ĕng`gəlwd).

1 City (1990 pop. 29,387), Arapahoe co., N central Colo., on the South Platte River, a residential and industrial suburb of Denver; inc. 1903.
 Cliffs, N.J.: Prentice Hall Prentice Hall is a leading educational publisher. It is an imprint of Pearson Education, Inc., based in Upper Saddle River, New Jersey, USA. Prentice Hall publishes print and digital content for the 6-12 and higher education market. History
In 1913, law professor Dr.
.

Petrushin, V.A., & Sinitsa K.M. (1990) Learner's knowledge adaptive testing based on the Bayesian approach to decision making (in Russian Russian

associated in some way with Russia.


Russian blue
a breed of cats with short, dense, silver-tipped blue-colored coat and vivid green eyes.
). Computerized computerized

adapted for analysis, storage and retrieval on a computer.


computerized axial tomography
see computed tomography.
 technologies in education (pp. 71-76). Kiev: Glushkov Inst. for Cybernetics cybernetics [Gr.,=steersman], term coined by American mathematician Norbert Wiener to refer to the general analysis of control systems and communication systems in living organisms and machines. .

Varela, F.J. (1990). Kognitionswissenschaft-Kognitionstechnik: Eine skizze aktueller Perspektiven. Suhrkamp, Frankfurt am Main.
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Author:KLEP, JOSEPH
Publication:Journal of Interactive Learning Research
Date:Sep 22, 2000
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