
 
2  APPROACH 
Effectively capturing solution steps and strategies 
requires a tool that is educationally justified. It must 
follow sound pedagogic principles and contribute to 
learning, and it should provide an environment that 
freely allows creative problem solving without 
increasing cognitive load. It should be possible to 
capture solution steps without disturbing the user. 
Multi-touch interaction is a new technique that 
allows users to interact naturally with digital objects 
in a physical way, and could help to address the 
requirements. The pedagogic advantages of using 
gestures have been studied (Drews & Hansen, 2007; 
Goldin-Meadow & Beilock, 2010; Segal, 2011) .The 
studies show that multi-touch technologies can 
benefit cognition and learning (Barsalou, 
Niedenthal, Barbey, & Ruppert, 2003), augment 
working memory (Goldin-Meadow, 2009) . Also, 
the mode of interaction  allows for bimanual input 
which increase the parallelism of manipulations and 
reduce the time of task switching(Jiao, Deng, & 
Wang, 2010).   
Consider a two-stage arithmetic word problem 
that involves three numbers, say 2+5+8. Students are 
typically taught to solve the problems in two 
separate stages i.e. by adding numbers in pairs. 
Fischbein et al. (1985) argued that intuitive models 
associate addition with putting together. The first 
stage adds 2 and 5; using bimanual multi-touch 
interaction makes it possible to simultaneously work 
on the two numbers. Although it is possible to use 
single touch to interact with the numbers one at a 
time, it is rather cumbersome, less intuitive and 
requires too many steps. The first step produces an 
intermediate result which is used in the next stage.  
It is interesting to note the first step has six possible 
combinations (2+5, 2+8, 5+2, 5+8, 8+2, and 8+5) 
and the second step similarly has six possible correct 
combinations of the number pairs (7+8, 10+5, 7+8, 
13+2, 5+10, and 2+13). The diversity of solution 
paths increases if the other arithmetic operators (-, x, 
÷) are required to solve the problems. Capturing the 
particular number choices made by the student 
during the interactions should provide detailed 
feedback on the steps the student has taken to solve 
the problem.  This feedback provides an opportunity 
to examine the strategies adopted in tackling the 
problem.  
To capture the solution steps without increasing 
the cognitive load,(Chandler & Sweller, 1991) the 
tool needs to implement a smooth user interface 
which allows students to enter the solutions freely 
and easily. The interface should present the question 
and the solution work areas. For this study, the 
problem text and the solution workspaces are placed 
together on the same page. This aids the student 
memory of the problem context and requirements. 
This arrangement is known to have pedagogical 
value and has been used in different studies  ( 
Suraweera & Mitrovic 2002; Stone et al. 2009; 
Batmaz et al. 2009) .Also, it allows the student to 
focus fully and continuously on the task at hand 
without having to flip back and forth between pages. 
Another advantage is that it facilitates user 
interactions between the workspaces with minimal 
disruption. The solution space will not provide any 
toolbox, options or hints and should allow free form 
entry design space. 
The method of capturing steps and strategies is 
comparable in complexity to that used for design 
rationale capture – an area widely studied. Design 
rationale has been defined as the reasoning and 
argument that leads to the final decision of how the 
design intent is achieved  (Sims, 1997).  A variety of 
methods have been used to capture the rationale, 
each has its advantage and disadvantages. A method 
known as reconstruction method captures the 
rationale after the design. This approach does not 
interrupt the flow of the design effort but does not 
provide accurate or complete rationale capture, 
because people usually do not accurately explain 
how or why they do things. Another method referred 
to in literature as apprentice system Sims 1997), 
requires asking the designer questions as the design 
action is carried out. This method is time consuming 
and frequently interrupts the design effort. A third 
approach captures the rationale implicitly. This 
approach is used for this work as it does not obstruct 
the process and has minimal time overheads. 
2.1  The Multi-touch Arithmetic Tool 
The prototype tool developed on the iPad is called 
the multi-touch arithmetic tool (MAT). The tool 
supports questions of different complexities 
including all arithmetic operations and provides and 
captures solution steps. Figure 1 presents a 
description of the tool. It has word problem pane on 
which questions are presented to the student and the 
solution pane. 
The word problem text section presents problems 
with numeric values that can be dragged to the 
solution area by using simple touch and drag 
gestures with one or both hands. The numbers 
dragged on the solution pane are referenced to the 
numbers on the problem text using techniques 
developed by Batmaz and Hinde (2006). The bottom 
UseofMulti-touchGesturesforCapturingSolutionStepsinArithmeticWordProblems
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