Professional Documents
Culture Documents
feel to the player, and has different indicators for the teacher, librarian,
parent, or researcher. We present our framework with illustrative vignettes
in order to simultaneously describe the framework and establish how rich
mathematical learning and reasoning can be within digital media contexts,
even as they appear in very different forms. Just as mathematical play and
learning have a rich relationship in early childhood studies (e.g., Wager &
Parks, 2014), we describe a similarly rich relationship for older children—
and a similarly complex relationship between such play and learning. We
present this framework as a way to fill the gap in the literature about
mathematical play and learning beyond early childhood.
In the following sections, we introduce RA, contextualize the design by
describing how we used Brousseau (1997; Brousseau et al., 2014) guidelines
for adidactical situations of action to inform our understanding of mathe
matical play. We then highlight the importance of failure, describe our
framework for understanding mathematical play, and use vignettes of mid
dle-school aged players to describe the richness of this perspective on
mathematical play. We introduce three novel contributions to the field:
a definition of mathematical play that has roots in the fields of mathematics
education and game design; a framework for understanding and evaluating
mathematical play; and design characteristics that support mathematical
play.
Rolly’s Adventure
The game consists of 14 puzzles that build sequentially upon each other, with
a simple narrative layer to provide a goal for each puzzle as well as the overall
game. In Figure 1, we introduce an annotated version of Puzzle 1 to intro
duce some of the key structures within the game.
When initially encountering the game, the player only knows three of the
structures labeled in Figure 1. First, the avatar labeled A represents a player—
this digital character is how the player moves about and interacts with the
game. Second, the label B indicates to the player how to interact with the
game: the glowing green “hand” symbols here indicate that the green and
gold pillows they are attached to are in actuality buttons—that is, if the player
directs their avatar to “grab” the pillow, the game will react in some way.
Third, D represents Rolly, the main character in the narrative: Rolly has been
trapped by an evil wizard, and needs help to return to their family. How to
help Rolly, what the remaining game structures are, and what the underlying
mathematical structure is, the player discovers through engaging with cycles
of hypotheses and failure paired with feedback.
By the end of the game, thanks to the failure and feedback mechanics, the
players should discover that the black dots directly underneath the buttons
(labeled C) serve to show how the game will react, and that the button chosen
512 WILLIAMS-PIERCE AND THEVENOW-HARRISON
Figure 2. (a) Puzzle 4 (the block is two-thirds of the hole) (b) Puzzle 10 (formal notation
is introduced for the first time) (c) Puzzle 14 (formal notation plays a crucial role).
becomes useful for the player. Most crucially, the operation enacted by the
game in the relationship between the buttons and the blocks (multiplication)
is never explicated by the game or notation. Consequently, players have to
develop their own ways of reasoning about the game and the mathematical
514 WILLIAMS-PIERCE AND THEVENOW-HARRISON
Adidactical situations
An adidactical situation is a “designed problem or series of problems that is
isomorphic in some fashion to the knowledge the teacher desires the learner
to construct . . . [in order to] provoke the expected adaptation in . . . students”
(Brousseau, 1997, p. 30) through feedback “that permits the student to check
the value of her actions and understand the reasons for it” (Brousseau et al.,
2014, p. 147). Brousseau notes that
Students are only willing to enter into an a-didactical Situation [sic] in the
hope of finding pleasure and profit. They must have the hope that they will be
able to find on their own the essential parts of the solution, and that the search
itself will be exciting and intriguing. (Brousseau et al., 2014, p. 149)
methodology of youth playing RA, then illustrate the framework in action from
the data.
Although presented as a series of zones, they are quite fluid—players are
likely to shift back and forth between them non-linearly as they play,
particularly in a situation of action that relies upon failure and feedback to
provoke the players to learn.
Brief methods
The participants were fourteen middle school students who volunteered to play
RA as part of a larger study, where eight of those self-selected to play in a dyad
with friends or siblings, while the remaining six played by themselves. Four
players were girls, and 10 were boys, as identified by their parents. However,
throughout this paper we use they singular pronouns to refer to participants, as
we failed to identify appropriate pronouns for them in two important ways.
First, we only asked the parent registering the youth participant rather than the
youth themselves; and second, we conflated sex and gender by asking only
“What gender is your child?” We thank Damarin and Erchick (2010) for high
lighting the need for clarity of such methodological issues in our field. RA was
introduced to them with no mention of mathematics, and participants were
asked to play as if they were at home by themselves. Players took between 19 and
30 minutes to complete RA. While each player completed the game, they
experienced differing rates of failure (ranging from 11 to 24) and subsequent
replay of portions of the game means that the total number of puzzles each
player encountered varied. During gameplay, participants’ physical bodies and
voices were captured using a video camera, and their digital actions were screen-
captured in the game using Roxio Game Capture hardware and software. Video
data was synchronized from both sources, the synchronized video was
JOURNAL OF THE LEARNING SCIENCES 517
transcribed for spoken language, physical gestures and actions, and relevant
digital actions within the game, and then transcriptions were analyzed in
MaxQDA.
Gameplay coding was iterative and emergent, with some sensitivity to
certain possible emergent codes due to previous research on fractions
learning and multiplicative thinking. Participants varied in terms of their
previous gameplay experience, and participants inexperienced in the
mechanics of the game were occasionally given gameplay (but not mathe
matical) hints at the beginning of the game. We found no relationship
between past gameplay experiences and their movements through the
zones of mathematical play in this study, and thus disregard that angle in
this manuscript.
Figure 4. Emmett fails for the first time. Accompanying transcript: Complete and utter
surprise at fiery death—respawn, then a huge slow grin: “Wh- wh- what?! What the—
heck? I don’t even know—what just happened?”
As the player activates the 1-button, they set into motion a chain of events:
the gold block that has been preset in the hole disappears, a new gold block
appears, and the entire level is set on fire. The player’s avatar suffers a brief
fiery death, and is resurrected (respawned) further back in the game as
a punishment mechanism. The learning that occurs here is rarely mathema
tical—rather, it is adjusting and adapting to the initial structures and con
sistent reactions of the digital context.
Since at this point, players knew very little about the goal of the game—or
even that failure exists in the fiery death form—they often expressed surprise.
For example, Figure 4 illustrates when Emmett’s avatar dies for the first time.
(All player names in this manuscript are pseudonyms.)
This experience aligns with the didactical theory of learning, as Emmett
acted upon the context by activating a button. In turn, the context acted
upon Emmett by providing visual evidence of what their action accom
plished, and then set the avatar on fire to indicate that they had failed to
accomplish what the context requested of them. Brousseau notes that neither
direction of action need include teachers or other students, and in this case,
as illustrated, the situation of action occurs within and between the player
and the game.
Soon after, players start to avoid actions that lead to failure, a step on the
path to understanding the adidactical context. This discovery of the failure
mechanism, and development of the goal of avoiding failure, supports
players in transitioning to Zone 2.
Figure 6. Puzzle 2. The white line has been added to show where the preset block ends.
520 WILLIAMS-PIERCE AND THEVENOW-HARRISON
In other words, neither of them realized that the preset one-fourth block
would disappear before three copies were deposited in the hole, and conse
quently they would be one block short in filling the hole. This moment
supported them in moving to the next zone.
The playfulness of failure often manifested itself in this zone, given that
consistent feedback through the failure from the adidactical situation is how
players transition to Zone 3. For example, one dyad, Christian and Samantha,
had so little gameplay experience that they repeatedly and accidentally acti
vated the incorrect buttons in Puzzle 1, resulting in their fiery deaths with no
understanding of which actions caused the deaths. However, the didactical
contract supports such playful bemused failure—for example, after one of their
many deaths, Christian said, “This is fun! I’m so confused, though . . . ” In
other words, failure in this context is not synonymous with a sense of frustra
tion because players know that the context was designed to support their
learning, and that they will move forward once they figure out how to attend to
the feedback and failure pairing. However, despite the often playful valence of
failure, in this zone players develop a preference for moving successfully
through the game and avoiding failure, and hence away to Zone 3.
that the action-reaction pairs existed, but did not yet understand why an
action caused a specific reaction. This placed them in the third zone because
Ike understood that their choice determined the game response, and they
used the game response to modify their choice as they repeatedly ran through
the same puzzle. However, Ike had not yet developed a hypothesis of how the
blocks within the hole relate to the buttons, and while they used approxima
tion strategies to eventually choose the correct button, they had no way of
anticipating the game’s response prior to activation beyond knowing that
a smaller button would result in a smaller amount of blocks.
Ike used his approximation strategy successfully, albeit with frequent
deaths, until doing so in the tenth puzzle resulted in a permadeath (a more
punishing version of failure), which required them to replay part of the game
starting at the Puzzle 7 (see Figure 7, left). These frequent deaths, and the
permadeath, led them to seek a more efficient, reliable, and mathematically
sophisticated strategy for playing the game.
Ike successfully re-completed the seventh puzzle using his approximation
strategy (Figure 7, right), and had a stroke of insight: “Okay, so, I chose 6. And
six things came in.” In other words, they realized that activating the 6-button
when there is one preset block resulted in six blocks of the same size. Ike then
began to develop a hypothesis about the mathematical behavior of the game:
that the button they choose has a discernible relationship with how many
blocks (“things”) result. In this moment, Ike has developed an understanding
of their responsibility for acting within the game, and the knowledge that those
actions will cause consistent reactions from the game—in other words, they
have developed a sense of responsibility and causality. Ike’s actions and
resulting hypothesis supported them in shifting to the next zone, as well as
moving away from the less sophisticated approximation strategy.
Figure 8. Puzzle 8 with white lines added to show partitions, and accompanying
transcript.
JOURNAL OF THE LEARNING SCIENCES 523
actions with the game’s reactions, based upon that hypothesized relationship.
However, they had not yet reached a point where they were fully anticipating
the results of their actions, although that followed closely behind in the next
puzzle (see Figure 9).
After Ike counted the number of preset blocks (4) and the number of
blocks needed (7), they mentally calculated one-fourth of seven, and subse
quently activated the 1.75-button. Here, they anticipated seven blocks filling
the hole prior to activating the button because they knew that if one-fourth of
seven is 1.75, then multiplying four fourths by 1.75 will result in a total of
seven blocks.
In these two puzzles, Ike began developing, testing, and nuancing
their mathematical hypotheses about how their actions and the game’s
reactions are mathematically tied together. In particular, Ike is develop
ing a sense of anticipation: when they activate a button, they are doing
so within the framework of mathematical hypotheses they have formed
about the game’s underlying structure and responses. Consequently, they
are acting alongside an anticipation of how the game will likely respond.
In addition, Ike’s reasoning in Puzzle 9 actually represents their transi
tioning from Zone 4 to Zone 5: in order to quickly calculate one-fourth
Figure 9. Ike in Puzzle 9. The white lines have been added to show where the preset
blocks are pre-partitioned. The six buttons available progress from a single dot to two-
and-a-quarter dots, in increments of a quarter.
524 WILLIAMS-PIERCE AND THEVENOW-HARRISON
bring with them. How the context of classroom influences mathematical play
is an as yet untapped—but important—area of research.
Keith Devlin, mathematician and game designer, claims that “using video
games is the way Euclid would have taught basic mathematics had that
technology been around in ancient Greece” (2011, p. 47). While we have
no way to test this claim, Devlin is certainly correct about one thing: Video
games provide a new and rich platform for representing, interacting with,
and learning mathematics. In particular, video games can be structured so
that they provide an adidactical learning experience, adhere to the didactical
contract, and provoke mathematical play.
Acknowledgments
This research partially sponsored by the Patterson-Solie Family & Sector67.
A version of this paper was presented at the 2017 American Educational Research
Association Conference. Many thanks to Dennis Ramirez, Fatih M. Dogan, Amber
Simpson, & Paul N. Reimer for their support and thoughtful review of previous
versions of this article, as well as to the JLS editors and anonymous reviewers, who
encouraged as they critiqued.
ORCID
Caro Williams-Pierce http://orcid.org/0000-0003-0730-6179
Jordan T. Thevenow-Harrison http://orcid.org/0000-0002-4793-9213
References
Brousseau, G. (1997). Theory of didactical situations in mathematics. Kluwer.
Brousseau, G., Brousseau, N., & Warfield, V. M. (2014). Teaching fractions through
situations: A fundamental experiment. Springer.
Damarin, S., & Erchick, D. B. (2010). Toward clarifying the meanings of gender in
mathematics education research. Journal for Research in Mathematics Education,
41(4), 310–323. https://doi.org/10.5951/jresematheduc.41.4.0310
Devlin, K. (2011). Mathematics education for a new era: Video games as a medium for
learning. A.K. Peters, Ltd.
Ellis, A. B. (2007). A taxonomy for categorizing generalizations: Generalizing actions
and reflection generalizations. The Journal of the Learning Sciences, 16(2),
221–262. https://doi.org/10.1080/10508400701193705
Gresalfi, M., Horn, I., Jasien, L., Wisittanawat, P., Ma, J. Y., Radke, S. C., Sinclair, N.,
& Sfard, A. (2018). Playful mathematics learning: Beyond early childhood and
sugar-coating. In J. Kay & R. Luckin (Eds.), Proceedings of international conference
of the learning sciences (Vol. 2, pp. 1335–1342). International Society of the
Learning Sciences.
Hackenberg, A. J. (2010). Students’ reasoning with reversible multiplicative relation
ships. Cognition and Instruction, 28(4), 383–432. https://doi.org/10.1080/
07370008.2010.511565
JOURNAL OF THE LEARNING SCIENCES 527
Holton, D., Ahmed, A., Williams, H., & Hill, C. (2001). On the importance of
mathematical play. International Journal of Mathematical Education in Science
and Technology, 32(3), 401–415. https://doi.org/10.1080/00207390118654
Juul, J. (2009). Fear of failing? The many meanings of difficulty in video games. In B.
Perron & M. J. P. Wolf (Eds.), The video game theory reader (Vol. 2, pp. 237–252).
Routledge. https://doi.org/10.1017/CBO9781107415324.004
Kapur, M. (2014). Comparing learning from productive failure and vicarious failure.
The Journal of the Learning Sciences, 23(4), 651–677. https://doi.org/10.1080/
10508406.2013.819000
Litts, B., & Ramirez, D. (2014). Making people fail: Failing to learn through games
and making. In A. Ochsner, J. Dietmeier, C. Williams, & C. Steinkuehler (Eds.),
Proceedings of the 10th Annual Games+Learning+Society Conference (Vol. 4, pp.
160–166). ETC Press.
Lobato, J., & Ellis, A. B. (2010). Developing essential understandings of ratios, propor
tions, and proportional reasoning for teaching mathematics: Grades 6–8
(R. M. Zbiek Ed. Organization). National Council of Teachers of Mathematics.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can
change the world. Penguin.
Montessori, M. (1995). The absorbent mind. Macmillan.
Salen, K., & Zimmerman, E. (2004). Rules of play. MIT Press.
Schell, J. (2008). The art of game design: A book of lenses. Morgan Kaufmann
Publishers.
Sengupta, P., Krinks, K. D., & Clark, D. B. (2015). Learning to deflect: Conceptual
change in physics during digital game play. Journal of the Learning Sciences, 24(4),
638–674. https://doi.org/10.1080/10508406.2015.1082912
Steffe, L. P., & Olive, J. (2010). Children’s fractional knowledge. Springer.
Steffe, L. P., & Wiegel, H. G. (1994). Cognitive play and mathematical learning in
computer microworlds. Journal of Research in Childhood Education, 8(2),
117–131. https://doi.org/10.1080/02568549409594860
Stevenson, H., & Stigler, J. (1992). The learning gap: Why our schools are failing and
what we can learn from Japanese and Chinese education. Simon and Schuster.
Thompson, P. W. (2010). Quantitative reasoning and mathematical modeling. In
L. L. Hatfield, S. Chamberlain, & S. Belbase (Eds.), New perspectives and directions
for collaborative research in mathematics education WISDOMe monographs (Vol.
1, pp. 33–57). University of Wyoming Press.
Wager, A. A., & Parks, A. N. (2014). Learning mathematics through play. In
L. Brooker, M. Blaise, & S. Edwards (Eds.), The SAGE handbook of play and
learning in early childhood (pp. 216–227). SAGE Publications. http://doi.org/10.
4135/9781473907850.n19
Williams, C. C. (2015). Rolly’s Adventure [software]. Available as a LittleBigPlanet 2
community level.
Williams-Pierce, C. (2017, April). Designing provocative objects for mathematical play
[Paper presenation]. At the 2017 American Educational Research Association
Annual Meeting and Exhibition, San Antonio, TX.
Williams-Pierce, C. (2019). Designing for mathematical play: Failure and feedback.
Information and Learning Sciences, 120(9/10), 589–610. https://doi.org/10.1108/
ILS-03-2019-0027
Williams-Pierce, C., Dogan, M. F., & Ellis, A. B. (in revision). When generalizing is
just playing the game (Submitted to the Journal of Research in Mathematics
Education).