[2021 Feb 11: We’ve learned more about building great math activities. Check out this updated design guide!]
We wrote an activity building code for two reasons:
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People have asked us what Desmos pedagogy looks like. They’ve asked
about our values.
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We spend a lot of our work time debating the merits and demerits of
different activities and we needed some kind of guide for those
conversations beyond our individual intuitions and prejudices.
So the Desmos Faculty –
Shelley Carranza,
Christopher Danielson,
Michael Fenton,
Dan Meyer – wrote this guide. It has
already improved our conversations internally. We hope it will improve our
conversations
externally as well, with the broader community of math
educators we’re proud to serve.
NB. We work
with digital media but we think these recommendations apply pretty well to print
media also.
Incorporate a variety of verbs and nouns. An activity becomes tedious if students do the same kind of verb over and
over again (calculating, let’s say) and that verb results in the same kind of
noun over and over again (a multiple choice response, let’s say). So attend to
the verbs you’re assigning to students. Is there a variety? Are they
calculating, but also arguing, predicting, validating, comparing, etc? And
attend to the kinds of nouns those verbs produce. Are students producing
numbers, but also representing those numbers on a number line and writing
sentences about those numbers?
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Match My Line
is an activity for practicing graphing but we also ask students to sketch,
settle a dispute, and analyze.
Ask for informal analysis before formal analysis.
Computer math tends to emphasize the most formal, abstract, and precise
mathematics possible. We know that kind of math is powerful, accurate, and
efficient. It’s also the kind of math that computers are well-equipped to
assess. But we need to access and promote a student’s informal understanding of
mathematics also, both as a means to interest the student in more formal
mathematics
and to prepare her to
learn that formal
mathematics. So ask for estimations before calculations. Conjectures before
proofs. Sketches before graphs. Verbal rules before algebraic rules. Home
language before school language.
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In
Lego Prices, we eventually ask students to do formal, precise work like calculating
and graphing. But before that, we ask students to estimate an answer and to
sketch a relationship.
Create
an intellectual need
for new mathematical skills. Ask yourself, “Why did a mathematician invent the skill I’m trying to help
students learn? What problem were they trying to solve? How did this skill make
their intellectual life easier?” Then ask yourself, “How can I help students
experience that need?” We calculate because calculations offer more certainty
than estimations. We use variables so we don’t have to run the same calculation
over and over again. We prove because we want to settle some doubt. Before we
offer the aspirin, we need to make sure students are experiencing a headache.
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In
Picture Perfect, students can either calculate answers numerically across dozens of
problems, or solve the problem once algebraically.
Create
problematic activities. A problematic activity feels
focused while a problem-free activity
meanders. A problem-free activity picks at a piece of mathematics and
asks lots of small questions about it, but the larger frame for those smaller
questions isn’t apparent. A problem-free task gives students a parabola
and then asks questions about its vertex, about its line of symmetry, about its
intercepts, simply because it
can ask those questions, not because it
must. Don’t create an activity with lots of small pieces of
analysis at the start that are only clarified by some larger problem later. Help
us understand why we’re here. Give us the larger problem now.
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In
Land the Plane, the very first screen asks students to “land the plane.” We try to keep
that central problem consistent and clear throughout the activity.
Give students opportunities to be right and wrong in different, interesting
ways. Ask students to sketch the graph of a linear equation, but also ask them to
sketch the graph of
any linear equation that has a positive slope and a
negative y-intercept. Thirty correct answers to that second question will
illuminate mathematical ideas that thirty correct answers to the first question
will not. Likewise, the number of interesting ways a student can answer a
question
incorrectly signals the value of the question as formative
assessment.
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In
Graphing Stories, we ask students to sketch the relationship between a variable and time.
Their sketches often reflect features of the context that other students
missed, and vice versa.
Delay feedback for reflection, especially during concept development
activities. A student manipulates one part of the graph and another part changes. If we
ask students to change the first part of the graph so the second reaches a
particular target value or coordinate, it’s possible –
even likely
– the student will complete the task through guess-and-check, without thinking
mathematically at all. Instead, delay that feedback briefly. Ask the student to
reflect on where the first part of the graph should be so the second will hit
the target. Then ask the student to check her prediction on a
subsequent screen. That interference in the feedback loop may restore
reflection and meta-cognition to the task.
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Our
Marbleslides
series offers students lots of opportunities for dynamic trial-and-error,
for manipulating slopes and intercepts one tenth of a unit at a time until
they collect all of the stars. But we also offer several static reflection
questions where students can’t manipulate the graph before answering. We
give them the chance to check their work only after they commit to an answer.
Connect representations. Understanding the connections
between representations of a situation – tables, equations, graphs, and contexts
– helps students understand the representations themselves. In a typical word
problem, the student converts the context into a table, equation, or graph, and
then translates between those three formats, leaving the context behind.
(Thanks, context! Bye!) The digital medium allows us to re-connect the math to
the context. You can see how changing your equation
changes the parking lines.
You can see how changing your graph
changes the path of the Cannon Man.
“
And in any case joy in being a cause is well-nigh universal.”
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In addition to the examples above,
Marcellus the Giant
invites students to alter the graph of a proportional relationship. Then
students see the effect of that altered graph on the giant the graph was
describing. We connect the graph and the giant.
Create objects that promote mathematical conversations between teachers and
students. Create perplexing situations that put teachers in a position to ask students
questions like, “What if we changed this? What would happen?” Ask questions that
will generate arguments and conversations that the teacher can help students
settle. Maximize the ratio of conversation time per screen, particularly in
concept development activities. All other things being equal, fewer screens and
inputs are better than more. If one screen is extensible and interesting enough
to support ten minutes of conversation, ring the gong.
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Our
Card Sort
activities feature only a handful of screens but offer students and teachers
an abundance of opportunities to discuss both early and mature ideas about mathematics.
Create cognitive conflict. Ask students for a prediction
– perhaps about the trajectory of a data set. If they feel confident about that
prediction and it turns out to be wrong, that alerts their brain that it’s time
to shrink the gap between their prediction and reality, which is
“learning,” by another name. Likewise, aggregate student thinking on
a graph. If students were convinced the answer is obvious and shared by all, the
fact that there is widespread disagreement may provoke the same readiness.
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Charge!
presents a relationship, a cell phone charging over time, that seems quite
linear. As the cell phone completes its charge, the rate of charge slows
down considerably, confounding student expectations and preparing them to learn.
Keep expository screens short, focused, and connected to existing student
thinking. Students tend to ignore screens with paragraphs and paragraphs of expository
text. Those screens may connect poorly, also, to what a student already knows,
making them ineffective even if students pay attention. Instead, add that
exposition to a teacher note. A good teacher has the skill a computer lacks to
determine what subtle connections she can make between a student’s existing
conceptions to the formal mathematics. Or, try to use computation layer to refer
back to what students already think, incorporating and responding to those
thoughts in the exposition. (eg. “On screen 6, you thought the blue line would
have the greater slope. Actually, it’s the red line. Here’s how you can know for
sure next time.”)
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In
Game, Set, Flat, we ask students to create a bad tennis ball, one that doesn’t bounce
right at all. Then we tailor our explanation of exponential models to their
tennis ball, explaining how it violates assumptions of exponential models
and how they can fix it.
Integrate strategy and practice. Rather than just asking
students to solve a practice set, also ask those students to decide in advance
which problem in the set will be hardest and why. Ask them to decide before
solving the set which problem will produce the largest answer and how they know.
Ask them to create a problem that will have a larger answer than any of the
problems given. This technique raises the ceiling on our definition of “mastery”
and it adds more dimensions to a task – practice – that often feels
unidimensional.
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In
Smallest Solution, we don’t ask students to solve a long list of linear equations. Instead
we ask them to create an equation that has a solution that’s as close to
zero as they can make it.
Create activities that are easy to start and difficult to finish. Bad activities are too difficult to start and too easy to finish. They ask
students to operate at a level that’s too formal too soon and then they
grant “mastery” status after the student has operated at that level
after some small amount of repetition. Instead, start the activity by inviting
students’ informal ideas and then make mastery hard to achieve. Give
advanced students challenging tasks so teachers can help students who are
struggling.
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In the conclusion of
Water Line, after
graphing the rising water line in several glasses we provide, we ask
students to create their own glass. Then that glass goes into a shared
classroom cupboard, giving students many more challenges to complete.
Ask proxy questions. Would I use this with my own
students? Would I recommend this if someone asked if we had an activity for that
mathematical concept? Would I check out the laptop cart and drag it across
campus for this activity? Would I want to put my work from this activity on a
refrigerator? Does this activity generate delight? How much better is this
activity than the same activity on paper?
2016 May 11. Updated to add references to activities.