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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Hybrid Learning Space for Physically-Active Mathematics: the case of Number t</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Estibaliz Fraca</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Kambouri</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nicole Yuen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rozina Bakirtzoglou</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gavin Mair</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ashley Highmore</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carys Hubbard</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manolis Mavrikis</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Education. University College London</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Number t Ltd.</institution>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>UCL Knowledge Lab. Institute of Education. University College London</institution>
        </aff>
      </contrib-group>
      <fpage>15</fpage>
      <lpage>24</lpage>
      <abstract>
        <p>This paper presents the case study of an intervention called Number t that aims at capturing primarily students' interest in mathematics by combining team games and physical activity. We describe the hybrid learning space that is created through this approach that includes an online platform that allows the teachers and facilitators to design a lesson plan, input student scores and visualise a leaderboard. At the same time, various digital and tangible resources engage students in group (collaborative or competitive) activities while practising a range of topics in mathematics. We examine the changing role of the teacher and provide some methodological insights for conducting research in relation to student's a ect, motivation and behaviour in this context.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Hybrid learning spaces (HLS) o er the possibility of engaging students in a rich
variety of activities, combining elements of two worlds: face-to-face support and
contact with peers, and the opportunities a orded by digital technology [
        <xref ref-type="bibr" rid="ref17 ref19">19,17</xref>
        ].
In particular, hybrid spaces in primary school classrooms o er opportunities for
encouraging interactivity, deeper student engagement and emphasis on
studentcentered learning [
        <xref ref-type="bibr" rid="ref11 ref17">17,11</xref>
        ].
      </p>
      <p>
        In this paper, we describe an on-going design-based research project that
aims to develop technology to support a physically-active intervention for
mathematics and its' associated resources and pedagogy. Physically active learning
(PAL) integrates whole body movement into the existing curriculum in subject
areas other than physical education [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Number t combines physical and
digital elements in di erent types of physically-active maths games where students
interact with their peers while practising mathematics over a large range of
curriculum linked topics e.g., arithmetic, fractions, etc. In an attempt to scale up
the delivery of the intervention, Number t developed a platform designed to
provide teachers with resources for the physical lessons to prepare and deliver
the lesson, whilst allowing children to interact with learners in other schools as
well as register what is happening in the classroom during the session.
      </p>
      <p>
        Number t's approach is motivated by practical experience and relevant
research around students' attitudes towards mathematics, a topic that often
provokes worry, stress and even feelings of powerlessness [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. These feelings are
often collectively referred to as maths anxiety [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and have been associated
with poor performance in both primary [
        <xref ref-type="bibr" rid="ref14 ref16">16,14</xref>
        ] and secondary students [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Encouragingly, research has shed light on the importance of promoting physical
activity within the school curriculum not only for physiological bene ts, but
also psychological improvements [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Recently, studies have demonstrated
signi cant interaction between physical activity, cognitive functions and academic
attainment [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. While previous research indicates that teaching mathematics
through physical activity (PA) is an e ective method compared to traditional
methods [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], there is little research focusing on teacher-led in situ interventions
that have evaluated their impact within the mathematics domain [
        <xref ref-type="bibr" rid="ref1 ref4">4,1</xref>
        ]. In
particular, to the best of our knowledge, there is little research going beyond purely
academic performance and looking into motivation and student engagement in
this context [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>Based on the above, we are interested in how learners and teachers engage
in the hybrid space that is created by the Number t intervention, presented in
more detail in Section 2 below. In Section 3, we describe the methodology of
our empirical research and the feasibility of doing research in this space. On the
one hand, we aim to advance our understanding of the behavioural and a ective
states of primary students during physically-active learning. On the other hand,
it is important to investigate the changing role of the teacher in this context,
the challenges they face and any professional training needs in order to derive
recommendations for classroom implementation of similar interventions. As such,
in Section 4 we provide some preliminary results and discussion. We conclude
the paper by re ecting on some of the challenges in this context and share our
future work plans.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Digital technology in Number t sessions</title>
      <p>We present below the current iteration of the platform that supports the
intervention that has evolved over time following feedback from teachers. We start
with an example to illustrate key features of this intervention.
2.1</p>
      <sec id="sec-2-1">
        <title>Example of a Number t session</title>
        <p>In a standard session, the children are divided into three teams, and they are
practicing a particular topic. For our example, let us focus on \Addition".</p>
        <p>The session consists of two activities. The rst of them (Figure 1(a)) is a
warm up activity, in which the children are interacting with their team mates,
following challenges that the teacher sets. In the second one (Figure 4(b)), they
play a game, in which they need to solve as many questions as possible, which
can be found in Question Cards (a physical resource the children interact with).</p>
        <p>Number t sessions combine physical activity with maths questions to raise
engagement through gami ed and personalized active mathematics sessions at
the same time minimising sedentary learning time.</p>
        <p>Most of the activities proposed in the platform are games which are played
in teams, encouraging collaboration and competition. Hence, the teacher divides
the students into three teams, which remain the same teams for all the
intervention. The resources proposed by the platform have been designed following the
British National Curriculum.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Hybrid learning space dimensions</title>
        <p>These sessions have been enhanced with technology, creating a hybrid learning
space in which a big part of the activities happen in the physical space, while
some of them are recorded and are included in the digital space. Some of the
hybrid aspects are described in Table 1.</p>
      </sec>
      <sec id="sec-2-3">
        <title>Database of activities and user interface for teachers</title>
        <p>A range of activities are stored in a database, and classi ed by physical
activity level, resources needed, space needed, number of adults needed, etc. These
parameters allow the session to be adapted to the speci c class of students and
circumstances (see Figure 2). When planning the session, the teacher can specify
the number of students, the topic and some aspects related to the hybrid space
(see Table 1).</p>
        <p>The activities are designed to either teach mathematical concepts, or to
practice topics which the teacher has already covered in class, or to be used as games
e.g. tossing a bean bag to score points after answering a mathematical question.
They are videos explaining each of the activities, as well as some additional
digital resources to be displayed over the smartboard. After or during the session,
the teacher can write feedback about each of the session plans, which are stored
on the platform.
2.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Recording evidence, scoring the activities and leaderboard</title>
        <p>The games are scored during the session with the help of a patented plastic mat
with 'pockets' for the answers. This dramatically reduces marking time because
the back of the answers complete an image that when ipped the teacher can
quickly recognise visually (this Visual Answer System is patent pending ; for
details see https://www.number t.com).</p>
        <p>Other digital technology is used to record the scores of each team on the
platform during the session. This can be done either in the web interface to the
teacher portal, displayed over the teacher smartboard, or in an app (shown in
Figure 3(a)). The recorded scores are displayed on a leaderboard and shown to
the students during the session.
The Number t approach includes two types of sessions. The rst is a `classroom
Number t session' and contains all the elements described above (Figure 4(a)).
The second type is a `webcam competition session', in which teams of pupils
from several schools can compete over a webcam. First, the teacher logs into
the teacher portal where the session plans can be read. Then, the teacher portal
provides a link to access the interschool competition, which should be accessed at
a speci ed time. The session is supported by an online facilitator (a Number t
employee) who provides instructions, keeps timing, motivates the teams and
monitors the online display, e.g. showing the required information when the
teams are playing the games. After the pupils nish a game, the teacher inputs
their scores, which are directly displayed on a leaderboard.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Researching physically-active classrooms</title>
      <p>A pilot research program took place in two schools located in London, with 119
students of Year 3 and Year 4 (8 to 10-year-olds). One Number t session took
place each week, in which students were competing in their own school with their
classmates whereas every other week students were competing with same year
students of another school through a webcam.</p>
      <p>
        It is challenging to conduct research in this area. Going beyond coarse-grained
data from performance tests or self-reports, we recognise the need to
triangulate any ndings with contextual human-labeled systematic observational data.
As such, we are employing an approach based on the BROMP protocol for
quantitative eld observations of student a ect and behaviour [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], and a
digital observation tool called \Observata" that allows for open and axial coding
(with pre-de ned codesets) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Observata initiates a lesson observation
protocol based on a learning scenario, including in lesson annotation of pre-de ned
tools, artefacts, actors, learning goals and related activities. The a ective and
behavioural states of each student and how this evolves over the sessions with and
without the webcam are being observed. The focus is primarily in the following
codes: a ective states i.e. boredom, confusion, frustration, delight, and engaged
concentration ( ow) as well as behavioural states (o task, on task, and
misbehaviour). The BROMP protocol recommends 20-second time sampling intervals
of both student engagement and a ect with the premise that these constructs
are somewhat orthogonal (see [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]). A pilot indicated that due to various logistics
and other pragmatic reasons, it is more realistic to focus the observation in the
middle part of each classroom session of about 15 minutes.
      </p>
      <p>Moreover, we draw data from four teachers who were observed during the
sessions, as well as during their preparation and debrie ng using the platform and
the various digital and physical resources. This way, we analyse the intervention
from two perspectives: The rst one, from the perspective of how the intervention
is received by students. The second one, from the perspective of the teachers and
how they embrace technology and hybrid pedagogies.
4.1</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <sec id="sec-4-1">
        <title>The student perspective.</title>
        <p>
          We share some preliminary results and the hypothesis we are developing for
further research. Our empirical observations are indicating that students
generally engage positively in terms of both behaviour and a ect, as expected perhaps
due to the novelty of the intervention for the students. Teachers report increased
con dence especially for low achieving pupils (as the Number t competition is
speci cally designed to be among equals across schools). This is aligned with
related research in the eld. In particular, the classroom environment has been
shown to positively impact maths performance through its mediating e ect on
self-e cacy [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] i.e. students' belief in their capacity to learn and perform
speci c academic tasks [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Therefore, it is possible to hypothesise that a more
engaging classroom environment may have an in uence in long term academic
performance through building self-e cacy from motivating and engaging
mathematics experience. Further research will attempt to establish ways to quantify
this e ect, though we recognise that measuring, for example, self-e cacy for this
target age and context is challenging.
        </p>
        <p>Using the BROMP methodology, it is possible to record and quantify
different aspects of students' interactions. For example, in some classes, students
appear more collaborative and are displaying fewer moments of negative
behaviour (o -task and misbehaviour) when there is competition with children
from another school rather than when competing with their classmates.
Anecdotally, this seems to be repeated in other classes and further research should
check if the ndings replicate across classrooms and schools.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>The teacher perspective</title>
        <p>Our interest is exploring the role of the teacher in this context and how they
appropriate the technology to prepare and facilitate the Number t sessions.</p>
        <p>It is clear that the preparation of a lesson is an important aspect of this
process and of course a necessary step in establishing innovative pedagogy. Without
this step, in pilot studies, we have observed the lessons working when the
Number t facilitators are there but the teacher quickly losing control when the
facilitators step back. As such, it became apparent that providing a systematic way
to organise the class into the proposed Number t con gurations was key.
Technology, therefore, acts as a sca old to guide the teacher through this preparation
session. While we do not have a large sample of teachers to draw inferences, it
seems that that the more experienced teachers appreciate this potential role of
the platform and jump into using it, while the newcomers are apprehensive
initially, have to be convinced of its value but once supported by the platform's
structuring of the lesson can more easily adopt the approach. There are,
therefore, important implications of the use of the platform as Continuous Professional
Development, which we will consider in future work.</p>
        <p>Re ecting on the observations and interviews of the 4 teachers across di
erent classrooms and schools, we can extract some key re ections which can be
transferable to how teachers can embrace other hybrid learning spaces.</p>
        <p>The trade-o between exibility and o -the-shelf lesson plan. As discussed,
the Number t platform allows teaches to con gure the lesson plan according to
various parameters. This was a result of earlier design requirements that showed
the need for exibility that some teachers expressed. However, due to their high
workload, and the need to have a way to embrace this approach without a
huge time investment, we found out early in the process that this exibilty was
actually a barrier to adoption. We had, therefore, to nd an adequate
tradeo between allowing the teacher the possibility to con gure the lesson plan,
and giving a default lesson plan ready to be used. As such, the current
platform encourages con guring a lesson according to some minimum parameters
but beyond that it allows teachers to either mix and match activities or follow
a default recommended activity. The aspects that teachers found particularly
helpful is that they can pick a topic that they are working on anyway, and the
sessions are themed to the corresponding mathematical concept and connected
to physically-active learning. This would be di cult to do otherwise.</p>
        <p>The challenges of preparation and lesson planning. Something which also took
some time for teachers to fully appreciate was the time it takes to get used to
the project 'technology'. With that we mean both digital components as the set
up for communicating between classrooms, and the non-digital which includes
assessment (answer-mats) and games between math exercises (gadgets such as
mini beanbags, hula hops, eggs and spoons, etc). Even for the two digitally
savvy teachers setting up the webcam, speakers and smartboard, and accessing
the videoconference tool in their school's computers and network was rather
challenging each time not least because of the number of things that could go
wrong every time that these pieces of technology were setup. As we are beginning
to identify these issues, the teacher on-boarding process through the platform
makes these steps more visible and facilites the setup process.</p>
        <p>
          Digitising physically-active learning and team activities. Teachers also
reected on the bene ts of having a digital trace of an otherwise di cult setting
to track. Starting from the quick setup of each team in the system, they found
the group functionality useful, even if sometimes it can be quite rigid. This
relates to the point above about con gurability and something we can work in the
future to improve. Equally important, they found necessary the ability to collect
even coarse data from the team work that can be logged. This helps subsequent
reporting for the individual students. This need is rooted in current realities, at
least in education in England, where the standard of education is interlocked
with performance measures (usually test scores). This shapes teachers'
professional identities [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] where assessment has an important role less as a formative
means to support teaching and learning, but more as reporting for both student
and teacher quality. While technology should not be viewed as a x to deeply
rooted problems, we recognise that the reporting nature of these data appeals to
some teachers. In future work, we would like to provide more accurate, granular
and student-speci c rather than whole-team data that can help on individualised
support beyond serving a purpose for the leader-board.
        </p>
        <p>More generally, teachers reported on their perceived and noticeable
improvement of the lower groups, the "hard to motivate kids" who were won over by
this. While we do not have the data to demonstrate this across schools,
anecdotally, the teachers saw this a strong indicator of the potential success of such an
intervention and the need for such a hybrid learning space to be created with
lower achievers in mind. Of course the teachers recognised the e ect of novelty,
but they were encouraged that the rearranging of the space seems with its new
dynamics seems to provide a boost in the right direction.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>This paper describes a technology-enhanced physically-active approach to
mathematics learning. We provide preliminary insights about conducting research in
this setting and about the role, challenges and opportunities for teachers.</p>
      <p>The hybrid learning space experience that Number t o ers blends the
physical and the digital allowing scaling up the physically-active classroom. Given
prior literature and our preliminary results, the area warrants further research.</p>
      <p>Methodologically, the use of the BROMP observation protocol through the
Observata app allows us to get a glimpse into the behavioural and a ective
states of the students and answer research questions compare the di erent types
of sessions. However, human labelled observations in classroom are very time
consuming, resource intensive and with inherent limitations (c.f. Wragg,2013).
The emerging eld of multimodal learning analytics can provide solutions to
this. Future work can concentrate on analysing such a classroom context through
wearables that can keep track of the students' physical activity and new means
of recording and analysing a ective states.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>We would like to thank the Number t facilitators, as well as the schools, teachers
and students participating in this pilot. Thanks to Jo Van Herwegen and Canan
Blake for methodological suggestions and data analysis. Special thanks to Jeremy
Ratcli e, Alison Cook, and the rest of the Number t team. This work was
conducted in the context of a Knowledge Transfer Partnership between Numbermix
and UCL which was part-funded by Innovate UK.</p>
    </sec>
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