Arithmetic on your phone : a large scale investigation of simple additions and multiplications
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Show full item recordAuthor/s:
Zimmerman, Federico
Shalom, Diego
González, Pablo A.
Garrido, Juan Manuel
Álvarez Heduan, Facundo
Dehaene, Stanislas
Sigman, Mariano
Rieznik, Andrés
Date:
2016-12-29Abstract
We present the results of a gamified mobile device arithmetic application which allowed us
to collect vast amount of data in simple arithmetic operations. Our results confirm and replicate,
on a large sample, six of the main principles derived in a long tradition of investigation:
size effect, tie effect, size-tie interaction effect, five-effect, RTs and error rates correlation
effect, and most common error effect. Our dataset allowed us to perform a robust analysis
of order effects for each individual problem, for which there is controversy both in experimental
findings and in the predictions of theoretical models. For addition problems, the
order effect was dominated by a max-then-min structure (i.e 7+4 is easier than 4+7). This
result is predicted by models in which additions are performed as a translation starting from
the first addend, with a distance given by the second addend. In multiplication, we observed
a dominance of two effects: (1) a max-then-min pattern that can be accounted by the fact
that it is easier to perform fewer additions of the largest number (i.e. 8x3 is easier to compute
as 8+8+8 than as 3+3+. . .+3) and (2) a phonological effect by which problems for which
there is a rhyme (i.e. "seis por cuatro es veinticuatro") are performed faster. Above and
beyond these results, our study bares an important practical conclusion, as proof of concept,
that participants can be motivated to perform substantial arithmetic training simply by presenting
it in a gamified format.
URI:
https://doi.org/10.1371/journal.pone.0168431https://repositorio.utdt.edu/handle/20.500.13098/11067