 |
Edited by Dr. David J. Ayersman, Mary Washington College, and Dr. W.
Michael Reed, New York University
|
| formerly Journal of Research on Computing in
Education |
Volume 33 Number 5 Summer
2001
Attitudes
and Achievements
Comparing
Computer-Based and Paper-Based Homework Assignments
in Mathematics
Chi Kuen Wong
Hong Kong Baptist University
Abstract
This study investigated the effects of three formats of
computer-based
homework and the paper-based homework, on the achievement, retention,
attitudes,
and homework time of lower secondary students in Hong Kong. The three
computer
homework treatments developed specially for this research are computer
drill
and practice, computer games, and computer-aided discovery. Although
some caution
is needed in interpreting the results of the statistical analysis used
in this
study, computer drill-and-practice homework proved to be the most
beneficial
and took the least amount of time to complete. The primary reason for
the apparent
success of computer drill-and-practice seems to be the availability of
online
help and immediate feedback. In addition, students were engaged by
this type
of homework activity and, therefore, encouraged to complete all of the
problems
in a particular assignment.
The computer is one of the important inventions of the 20th
century. It has come to influence almost every
aspect of our
daily lives. As a result, Papert (1988) makes the
point that
there are urgent needs for educators to contemplate
effective
ways of using computers in the school curriculum.
Tolman and
Allred (1984) stated:
The computer is influencing many aspects of
learning
in both the school and the home. An
understanding of its
role and potential is therefore of the utmost
importance
to educators as they look to the future.
(p. 5)
Because the computer can be used as an interactive
source
of information, it can make some changes to the
paper-and-pencil
homework. Homework software with help
facilities
has the additional bonus of allowing the students to
overcome
difficulties and motivating them in attempting
problems. It
can mark completed homework in real time and give
the students
immediate feedback, something impossible in
paper-based homework.
Moreover, the interactive nature of computerized
homework
assignments allows for the possibility of group
involvement.
Such assignments can take the form of
games so
that not only is the homework made more enjoyable,
it has
the added benefit of being a shared learning
experience in
which group socialization skills come into play.
If homework assignments are to be completed using
computers,
it is important that attempts have to be made to
answer the
following questions:
- Does computer-based homework increase student
achievement
and retention of the subject?
- Can the use of computer-based homework improve
students
attitude toward the subject?
- Is there a difference in the amount of time
spent on computer-based
homework as opposed to paper-based homework
assignments?
Because a broad base of experience and materials
exists for
mathematics instructional computing, this study
focused on
use of computers in mathematics homework. The topics
of rate,
ratio, and proportion were selected as the subject
areas for
the study.
The
Research
Study
The purpose of this study, involving lower-grade
students
in secondary schools, was to make a comparison of
computer-based
and paper-based homework. Three computer homework
formats
were developed and used specially for this research:
computer
drill and practice, computer game, and
computer-aided discovery.
The computer drill-and-practice homework provided
immediate
feedback and online help facilities. The computer
game homework
presented the homework problems in the form of
games. The
computer-aided discovery homework, a preparatory
homework,
allowed students to discover relationships and/or
formulas
that would be taught in the subsequent lessons. All
three
of the computer-based formats, as well as the
paper-based
homework assignments, were studied with regard to
student
achievement, retention, and overall attitude. The
amount of
time necessary to complete the assignments was also
a factor
of consideration and comparison.
Sample
The research sample used in this study consisted of
187 lower
secondary students from five classes in each of five
coeducational
secondary schools (one class per school) in Hong
Kong. The
students were assigned to the four groups using a
stratified
random process. The computer drill-and-practice
group consisted
of 46 students (25 male, 21 female). The computer
game group
also consisted of 46 students (25 male, 21 female).
The computer-aided
discovery group consisted of 48 students (23 male,
25 female).
The paper-based homework group consisted of 47
students (23
male, 24 female).
Treatment Materials
In preparing for this study, I found there to be a
distinct
lack of appropriate computer software. Because the
availability
of such software was so critical, I was forced to
undertake
its development myself. As a result, I was able to
create
software specifically designed to fit the local
mathematics
curriculum and incorporate special modules to
collect the
data necessary for my research.
Computer Drill-and-Practice
Homework
It is commonly believed that the longer a student
works on
a computer drill-and-practice exercise, the more
bored he
or she will get. Therefore, the length of computer
sessions
should be carefully chosen in order to avoid the
boredom that
prevents students from coming back for more. Alessi
and Trollip
(1985) suggest that, in the absence of a strong
motivator,
the appropriate length of a drill session should be
approximately
15 minutes. This suggestion was taken into
consideration during
the design of the software.
The software was designed to provide hints to help
students
solve problems. Perrenet and Groen (1993) conducted
research
on the effectiveness of hints for mathematics
problems; they
found hints that give only warnings against certain
mistakes
were ineffective. This negative formation might draw
students
attention to incorrect ways of approaching the
problem rather
than helping them recognise relevant properties of
the problem.
Based on these finding, the hints used in the study
software
were formulated positively and definitively.
Computer Game Homework
Three computer games, SHOPPER, MATCHER, and
TREASURE were
developed to cover the mathematics topics under
study. SHOPPER
is a shopping game designed for the students to
solve problems
on rate. The student is required to buy the
necessary items
for a barbecue. However, because the student does
not have
enough cash to buy all the required items, the
student has
to win some cash/discount coupons and/or other items
as prizes
in two ways:
- winning some mathematics games in the Game World
and
- giving correct answers to some mathematics
problems in
the Quiz World.
MATCHER is a card game dealing with ratio. Three
cards are
displayed on screen initially. Each card contains a
brief
description such as Divide $122 into 2 parts
in the
ratio 3:4 or The larger part is
$40. Students
can discard and draw cards until they find that the
description
on each of the three cards is related. The computer
supplies
the cards randomly.
TREASURE is a treasure adventure game primarily
designed
for students to solve direct proportion problems.
Players
have to pass through a giant village and a forest
before they
can get the treasure. Players determine their route
as a series
of waypoints. At any time they may return to a
previous waypoint
and try another route.
Computer-Aided Discovery Homework
Five software programs, each accompanied by a
worksheet,
were developed to allow students to explore the
concepts and/or
formulas on rate, ratio, scale factor, and direct
proportion.
The students are asked to complete a table on the
worksheet
with the aid of the software programs and then to
explore
possible relationships or formulas connecting the
variables
by investigating the data pattern in the table. The
computer
also helped students check the correctness of the
relationships/formulas
they discovered.
Paper-Based Homework
Paper-based homework problems used in this study
were derived
from existing problems appearing as exercises in the
students
textbook. They were the same as those used in the
computer
drill-and-practice homework. Unlike the
computer-based format,
however, answers to paper-based homework problems
had to be
written out on paper.
Measurement Instruments
Mathematics Achievement Test
This test was adapted from Hart, Brown, Kerslake,
and Kuchemanns
(1985) ratio and proportion diagnostic test and
Onslows
(1986) rate diagnostic test. According to Ridgway
(1987),
the CSMS test is well presented and interesting.
Emphasis
is placed on understanding of mathematical concepts
rather
than testing individual technical skills. Some of
the questions
were altered slightly to ensure that students in
Hong Kong
would be familiar with the context, but in general,
both the
figures used in the equations and the style of each
question
remained unchanged. I translated this test into
Chinese. The
translation was then verified by a translator for
correctness
and reviewed by two lower-secondary Chinese language
teachers
for assessing the appropriateness of the language
used for
students. The final version is a bilingual test with
a format
similar to the mathematics attainment test set by
the Hong
Kong Education Department. This attainment test is
administered
to all Hong Kong secondary school students every
year.
A panel of two experienced lower-secondary
mathematics teachers
established the content validity of the test. The
reliability
coefficient of the test was found to be 0.8531.
Mathematics Attitude Scale
The Revised Math Attitude Scale was selected as the
instrument
for measuring attitude towards mathematics. This
test was
developed by Aiken (Aiken & Dreger, 1961) and
consists
of 10 positive and 10 negative statements with
student responses
recorded on a five-point Likert scale (Shaw &
Wright,
1967). The authors report a testretest
reliability coefficient
of 0.94 (Aiken & Dreger). Shaw and Wright have
stated
that this scale has a satisfactory reliability and
validity.
I translated the scale into Chinese. The
translation was
then verified by two translators for correctness and
reviewed
by two language teachers for language
appropriateness. To
assess the reliability of the scale, the Chinese
version was
administered to 91 lower-secondary students on two
occasions,
18 days apart. The testretest reliability
coefficient
was found to be 0.85.
Procedures
All groups took the mathematics achievement and
attitude
scale pretests prior to the beginning of the study.
All the
tests were administered by me and one assistant.
Students
were told there was no right answer to any statement
in the
attitude scale and questionnaires, that no grades
would be
given and that honest opinions were required. They
were further
assured that their answers were for my personal use
and that
neither teachers nor parents would see the completed
tests.
Because not all students had computers at home, all
of them
were required to stay at school to complete their
homework
after class. The computer-aided discovery homework
was scheduled
before the topic was taught. The other three types
of homework
were scheduled on the same day the topic was taught.
My assistant
and I were stationed in the computer room where
students were
completing computer-based homework, while another
assistant
was stationed in the classroom where students were
writing
their paper-based homework. To avoid extra teaching,
neither
the helpers nor I answered any questions on the
homework problems
except on the use of homework software and computer
operations.
In an attempt to control for parental and other
influence
as well as interaction among treatment groups, the
students
were not allowed to take the disks and users
guides
home or use them outside the times set by me.
Although this
introduced an unnatural element, it was judged
necessary to
gain tighter experimental control.
Software programs recorded the time spent on the
computer-based
homework, while an assistant recorded the
paper-based homework
time manually.
At the end of the study, two posttests were
administered:
one immediate and one delayed. The delayed posttest
was administered
in the 12th week after the immediate posttest.
Results
Analysis of covariance (ANCOVA) was used to analyse
the effects
of different computer-based homework formats on
student achievement,
retention, and attitudes. The results are summarised
in Table
1.
|
Table 1.
Comparison of Student Achievement, Retention,
Attitude
and Homework Time of the Four Groups
|
 |
| |
|
Adjusted Mean
|
|
 |
 |
 |
| Homework Group
|
N
|
Math Posttest
|
Math Delayed
Posttest
|
Attitude
Posttest
|
Homework Mean
Time
(minutes)
|
 |
|
Computer drill and practice
|
46
|
|
59.20
|
|
61.57
|
|
47.39
|
|
50.35
|
|
|
Computer game
|
46
|
|
54.83
|
|
57.47
|
|
48.32
|
|
92.56
|
|
|
Computer-aided discovery
|
48
|
|
51.40
|
|
53.70
|
|
47.65
|
|
86.27
|
|
|
Paper-based
|
47
|
|
52.21
|
|
54.05
|
|
46.01
|
|
46.49
|
|
 |
Mathematics Achievement
The immediate achievement was measured by the
mathematics
achievement posttest. The results of the ANCOVA with
mathematics
achievement pretest score as a covariate show a
clear significant
difference, F(2,183) = 14.83, p <
.001 among
the adjusted means of the four groups. With the
further application
of Bryant-Paulson post-hoc test, it is concluded
that there
were significant differences between the computer
drill-and-practice
group and the computer-aided discovery group and
between the
computer drill-and-practice group and the
paper-based group.
Retention
Retention was measured by the delayed posttest,
which was
administered in the 12th week after the immediate
posttest.
A covariate analysis with mathematics achievement
pretest
score as a covariate was conducted to determine if
there was
a significant difference in retention. The result
shows a
significant difference in retention among the four
groups,
F(2,183) = 13.23, p < .001.
The Bryant-Paulson test was applied again to
determine the
significant pairwise difference. It found
significant differences
between the computer drill-and-practice group and
the computer-aided
discovery group, and between the computer
drill-and-practice
group and the paper-based group.
Attitude toward Mathematics
The results of the analysis of covariance on the
attitude
posttest scores show no significant difference in
attitude
toward mathematics among the four groups when
pretreatment
attitude was a covariate.
Homework Time
Analysis of variance was used to determine whether
there
was a significant difference in homework time among
the four
groups. The results indicate a significant
difference between
one or more of the groups, F(2,183) = 60.55,
p <
.001. Hence, the Scheffe test was applied. This test
showed
a significant difference was found in the following
pairs
of groups:
- computer drill and practice and computer
game
- computer drill and practice and computer-aided
discovery
- paper-based and computer game
- paper-based and computer-aided discovery
Discussion
Mathematics Achievement
The statistical analysis indicates that the
students receiving
computer drill-and-practice homework achieved a
better result
on the posttest than those students receiving
computer-aided
discovery homework or paper-based homework. One
possible explanation
could be the availability of immediate feedback and
the online
help facility in solving mathematics homework
problems. Students
involved with the computer drill-and-practice
homework were
able to immediately determine whether or not their
answers
were correct. This allowed them to reattempt the
problem if
the answer was incorrect and ultimately increased
the number
of correctly answered problems. However, neither
immediate
feedback nor online help facility was provided in
paper-based
homework. This also explained why the frequency of
correctly
answered homework problems in the computer
drill-and-practice
group was 32% higher than that in paper-based
homework group.
Although the computer game homework also provided
immediate
feedback, it did not provide online help. Because
approximately
half of the self-test problems in the computer-aided
discovery
homework were multiple choice questions, students
could select
another choice without thinking carefully after
knowing that
their previous choice was incorrect. Online help,
therefore,
was essentially irrelevant.
The results of the questionnaire analysis indicate
that 67%
of the students had neither a private tutor nor a
family member
to help them with their mathematics. The online help
facility
could give them a hand when they did not know how to
tackle
a mathematics problem, and this may have led to an
increase
in the number of homework problems being attempted.
Moreover,
the availability of online help may have been a
significant
factor in reducing student anxiety toward homework.
The computer-aided
discovery group scored the lowest adjusted mean in
the posttest.
One possible interpretation could be that this group
did their
discovery homework before the topics were taught and
that
no homework was given to reinforce what they had
learnt in
the lessons. Another possible explanation could be
related
to the achievement-test items. It was a conventional
test,
and most of the test items required students to give
numerical
answers or select the right statements. However, the
focus
of the computer-aided discovery homework used in
this study
was to discover relationships and/or formulas by
analysing
data. In some questions, students were required to
describe
their discovery in words. Therefore, this group of
students
may have been at a disadvantage when attempting a
conventional
mathematics test. The test items would need to have
a discovery
orientation for the computer-aided discovery group
to score
higher than the other treatment groups.
Nevertheless, designing
an achievement test in this manner would skew the
results
in favour of the computer-aided discovery group
because the
other groups would not have access to
discovery-oriented homework.
Because a number of researchers found educational
games to
be effective for learning mathematics (Marty, 1985;
Pulos
& Sneider, 1994; Randel, Morris, Wetzel, &
Witehill,
1992), it was anticipated that the computer game
group would
perform significantly better than the other groups
in respect
to the mathematics achievement test score. Study
findings
did not support this contention, however. Though the
computer
game group scored the second highest mean in the
mathematics
posttest, its mean was not significantly different
from those
of the computer-aided discovery group and the
paper-based
homework group. The major reason seems to be that
students
in the computer game group required extra effort to
master
the user interface of each game. Effort spent on
understanding
the game itself diverted attention away from solving
its mathematics
problems. Furthermore, specific tactics were needed
to win
the game. For example, determining the card to be
discarded
in the MATCHER game and choosing a prize and a
coupon in the
SHOPPER game both required some tactics to increase
the chance
of winning. But, the achievement test in this study
did not
test any new abilities or insights that the students
in the
computer game group may have picked up.
Because the drill-and-practice homework required
students
to attempt all the problems in an exercise before
proceeding
to the next, it was found that the number of
un-attempted
questions dropped (approximately 72%) substantially
from the
mathematics pretest to posttest in comparison with
the other
groups. (All three of the other groups allowed
students to
skip problems.) Although it may be difficult for a
teacher
to monitor students to ensure they attempt all the
problems,
the computer is an appropriate machine to do this
task. In
addition, the online help facility can encourage
students
to attempt problems that seem difficult at first
glance.
Retention
The adjusted mean of the delayed posttest of the
computer
drill-and-practice group was found to be
significantly higher
than those of the computer-aided discovery group and
paper-based
homework groups. This finding is consistent with the
results
of the posttest. Because the same test was used for
both posttest
and delayed posttest, the previous discussion of the
effects
of test items on different homework groups may also
be applied.
Another reason seems to be that the homework
treatment had
prolonged effects on students at least until the
administration
of the delayed posttest, approximately three months
after
the posttest.
It was found that the adjusted mean of the delayed
posttest
of each treatment group was slightly higher than
that of the
posttest. This may be because the topic of indirect
proportion
was taught after the posttest and that learning
about that
topic helps students have a deeper understanding on
the topics
of rate, ratio, and proportion (e.g., the inverse
relationship
in rate). Furthermore, students received the formal
assessment
in the form of a test or examination conducted by
their schools
during the 12-week period between posttest and
delayed posttest.
This may have refreshed students on the topics under
study
during their revision and, thus, resulted in better
retention.
Some critics of drill-and-practice software argue
that its
benefits are all short-term and that other
approaches are
needed for long-term retention. No evidence was
found to support
this assertion over the 12-week period that
separated the
two posttests given in this study.
Attitude toward Mathematics
No significant difference in student attitude among
the four
treatment groups was found when the mathematics
attitude pretest
score was used as the covariate. This finding is
consistent
with the results reported in other studies (Marty,
1985; Niederhauser,
1994). It indicates the likelihood that a study
covering approximately
three weeks is insufficient to significantly
influence attitudes
toward mathematics that may have taken students
years to establish.
Another possibility may be that the false null
hypothesis
was retained (Type II error). If such an error
occurs, it
may have been that the attitude scale used in this
study was
not sensitive enough to determine the subtle changes
that
may have occurred during the study.
Table 2 shows that the means of the mathematics
attitude
scale in the posttest of all the treatment groups,
except
the computer game group, are slightly lower than
their corresponding
means in the pretest. Because most of the students
in the
research sample had no computer at home, students of
all the
treatment groups were required to stay in school
after regular
class time to do their homework. This arrangement
may have
caused students who resented the imposition on their
free
time to have negative attitudes toward the subject
matter
and homework.
|
Table 2.
Comparison of Mean of Mathematics Attitude
between Pretest
and Posttest
|
 |
|
Group
|
Pretest
|
Posttest
|
Gain
|
 |
|
Computer drill and practice
|
48.22
|
|
47.63
|
|
0.59
|
|
|
Computer game
|
48.72
|
|
49.02
|
|
0.30
|
|
|
Computer-aided discovery
|
47.19
|
|
46.96
|
|
0.23
|
|
|
Paper-based
|
47.68
|
|
45.77
|
|
1.91
|
|
 |
Although results show the mean of the mathematics
attitude
scale in posttest of the computer game group to be
slightly
higher than the mean in pretest, this study cannot
determine
whether this difference was due to the entertainment
of the
game, the usefulness of immediate feedback on
answers, or
some other factors.
Homework Time
The mean (92.56 minimum) of the homework time of
the computer
game group was the highest. This finding is
consistent with
Gordons (1972) claim that games require more
time than
learning most conventional materials. The major
reason seems
to be that all the homework games were written in
English.
Very often, students had to refer to the users
guide
for the corresponding Chinese translation of some
narratives,
messages, or vocabulary displayed on screen. Another
reason
is that students may have had to spend extra time
mastering
the different games. (It is believed that students
will need
less time to master future games because of the
hands-on experience
gained during this study.) Learning time may be
further reduced
by using a graphical user interface (GUI) instead of
the command
menu-type interface used in the games in this study.
The computer-aided discovery group got the second
highest
mean (86.27 minimum) of the homework time. This
result corresponds
to claims made by Bittinger (1968) and Cronbach
(1966). In
some worksheets, students were required to describe
their
discoveries in words (the description could be
written in
Chinese). I observed that many students had
difficulty writing
their discoveries. Some students wanted to leave the
question
blank even though they had discovered the
relationship correctly.
In addition to the discovery work, students also had
to complete
self-tests. This explains why this particular
homework group,
on average, took a longer time than the computer
drill-and-practice
group and the paper-based homework group.
The average homework time (50.35 minimum) of the
computer
drill-and-practice group was very close to that
(46.49 minimum)
of the paper-based homework group. This may, in
part, be because
both groups had an identical number of homework
problems.
The availability of immediate feedback and online
help seem
to be the main reasons that the computer
drill-and-practice
group spent slightly more time on their assignment.
These
aids were not available to students doing
paper-based homework.
Not only did computer drill-and-practice students
have to
learn the software before solving any problems, the
presence
of immediate feedback encouraged students to
continue to search
for the correct answer.
In fact, it seems unreasonable that the average
homework
time of the computer drill-and-practice group is
just 3.86
minutes higher than that of the paper-based group.
Students
in the computer drill-and-practice group should have
taken
much more extra time to access online help,
reattempt problems,
and become familiar with the user interface. One
possible
explanation may be that in addition to solving the
problems,
almost all students receiving paper-based homework
wrote their
arithmetic expressions on the homework sheet, though
this
was not formally required. Students in the computer
drill-and-practice
group were excused from having to show their
work
because the computer program only accepted numerical
answers.
Because of this, time spent solving problems was
raised for
the paper-based homework group and reduced for
computer users.
Conclusions
and Recommendations
The results of this study demonstrate the viability
of the
three formats of computer-based homework. Students
receiving
computer drill-and-practice homework performed
significantly
better in achievement and retention than did the
students
completing paper-based homework. Also, students in
the computer
game group and computer-aided discovery group
performed as
well as those in the paper-based group. Based on
these findings,
the future of computer-based homework assignments
looks promising.
However, the availability of appropriate software
may be a
significant factor in determining the success of
implementing
computer-based homework. Most of the educational
software
available in Hong Kong is imported. It is neither
tailor-made
for local context nor ideally suited for use in
homework assignments.
Because much of the commercially available software
is currently
written in English, there is a language barrier that
must
also be overcome. Therefore, it is hoped that
textbook authors
and publishers begin to develop software and
implementation
guides for use with their written material. Because
the development
of educational software needs expertise from both
the education
and software engineering fields, education
departments and
computer science departments in universities should
collaborate
with one another.
The implementation of this type of homework also
involves
managerial and staff training issues. Administrators
will
have to allocate sufficient funding for equipment
and teachers
will have to be adequately trained. Most
importantly, schools
may be required to make their computer labs
available after
regular hours to accommodate students who do not
have access
to computers at home. All these issues have resource
implications
and require the support from the Education
Department.
Acknowledgement
The author would like to express his sincere thanks
to Dr.
Richard Phillips of University of Nottingham for his
help
and advice in this research.
Contributor
Chi Kuen Wong is an assistant professor of computer
science
at Hong Kong Baptist University. His research
interests are
information technology in education and intelligent
agents.
Contact
Dr. C. K. Wong
Department of Computer Science
Hong Kong Baptist University
Kowloon Tong, Hong Kong
kckwong@comp.hkbu.edu.hk
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instruction: Methods and development. Englewood
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NJ: Prentice Hall.
Bittinger, M. L. (1968). A review of discovery.
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A PDF file of the full article is available. Contact: jrte@iste.org. Please specifiy Volume
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ISTE (International Society for
Technology in Education).
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