Anales de Psicología
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0212-9728
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Universidad de Murcia
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Cueli, Marisol; González - Castro, Paloma; Krawec, Jennifer; Núñez, José Carlos;
González - Pienda, Julio Antonio
Hipatia: a hypermedia learning environment in mathematics
Anales de Psicología, vol. 32, núm. 1, enero, 2016, pp. 98-105
Universidad de Murcia
Murcia, España
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2016, vol. 32, nº 1 (enero), 98-105
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Hipatia: a hypermedia learning environment in mathematics
Marisol Cueli
1*
, Paloma González-Castro
1
, Jennifer Krawec
2
, José Carlos Núñez
1
, Julio Antonio González-Pienda
1
1
Department of Psychology, Faculty of Psychology, University of Oviedo (Spain).
2
Department of Teaching and Learning, School of Education and Human Development, University of Miami (United States of America).
Título: Hipatia: un entorno de aprendizaje hipermedia en matemáticas.
Resumen: La literatura existente señala los beneficios de diferentes herra-
mientas dirigidas al desarrollo de la competencia matemática, la solución de
problemas y los aspectos afectivo-motivacionales y la intervención en estu-
diantes con dificultades específicas de aprendizaje en matemáticas. Sin em-
bargo, no existe una herramienta que combine todas estas variables. El ob-
jetivo de este estudio es presentar y describir el diseño y desarrollo de una
herramienta hipermedia llamada Hipatia. Los ambientes hipermedia son,
por definición, sistemas adaptativos de aprendizaje que son habitualmente
empleados para proporcionar ambientes personalizados de aprendizaje. Es-
te trabajo describe los principios en los que se basa la herramienta hiper-
media Hipatia, así como, una revisión de las tecnologías disponibles desa-
rrollas en diferentes áreas académicas. Hipatia fue creada para potenciar la
autorregulación del aprendizaje y desarrollar habilidades específicas mate-
máticas y la resolución de problemas. La herramienta está dirigida a estu-
diantes de quinto y sexto curso de Educación Primaria con y sin dificulta-
des de aprendizaje en matemáticas. Tras el desarrollo de la Hipatia, se pue-
de concluir que efectivamente subyace los principios dela aprendizaje auto-
rregulado. En investigaciones futuras será necesario poner a prueba la efi-
cacia de la herramienta a través de metodologías empíricas.
Palabras clave: Hipermedia; pizarras interactivas; ambientes de aprendiza-
je; aprendizaje autorregulado; matemáticas.
Abstract: Literature revealed the benefits of different instruments for the
development of mathematical competence, problem solving, self-regulated
learning, affective-motivational aspects and intervention in students with
specific difficulties in mathematics. However, no one tool combined all
these variables. The aim of this study is to present and describe the design
and development of a hypermedia tool, Hipatia. Hypermedia environments
are, by definition, adaptive learning systems, which are usually a web-based
application program that provide a personalized learning environment.
This paper describes the principles on which Hipatia is based as well as a
review of available technologies developed in different academic subjects.
Hipatia was created to boost self-regulated learning, develop specific math
skills, and promote effective problem solving. It was targeted toward fifth
and sixth grade students with and without learning difficulties in mathe-
matics. After the development of the tool, we concluded that it aligned well
with the logic underlying the principles of self-regulated learning. Future
research is needed to test the efficacy of Hipatia with an empirical method-
ology.
Key words: Hypermedia; interactive white boards; learning environment;
self-regulated learning; mathematics.
1*)
Introduction
The process of student learning is influenced not only by
students' cognitive skills but also by their affect and motiva-
tion (Barca-Lozano, Almeida, Porto-Rioboo, Peralbo-
Uzquiano, & Brenlla-Blanco, 2012; Hintsanen et al., 2012;
Lambic & Lipkovski, 2012). This influence holds true in the
area of mathematics as well, where student performance is
affected by different variables such as attitude, motivation
and emotion. The latest reports on student achievement
from the International Association for the Evaluation of
Educational Achievement (IEA) and Pisa Projects (Organi-
zation for Economic Cooperation and Development, 2010)
indicate particularly poor mathematics performance for stu-
dents of Spain (IEA, 2011). In addition to these indicators
of math difficulty for Spanish students across grade levels,
research shows clear deficits in affective-motivational as-
pects as well (Cueli, González-Castro, Álvarez, García, &
González-Pienda, 2014; Valle et al., 2009); thus, it is critical
that we identify intervention tools that offer job-oriented in-
struction that not only develops knowledge and the acquisi-
tion of academic content, but also enhances strategic and
self-regulated learning and increases student motivation and
positive attitudes toward mathematics.
To reach a working methodology in mathematics aimed
at achieving the above objectives, some research has high-
* Dirección para correspondencia [Correspondence address]:
Marisol Fernández Cueli. University of Oviedo. Department of Psychol-
ogy. Plaza Feijoo s/n. CP, 33003, Oviedo (Spain).
E-mail:
cuelimarisol@uniovi.es
lighted the importance of using new technologies (Reed,
Drijvers, & Kirschner, 2010). The advent of these new tech-
nologies, such as Interactive White Boards (IWBs) and hy-
permedia environments (e.g., Digital-Text; which is a univer-
sal school content base, presented as online multimedia
textbooks, and specially designed to work with the new
classroom technologies), has opened a new field of research
that studies the effectiveness of these new learning envi-
ronments and teaching methods (Engel & Onrubia, 2013;
Macias-Ferrer, 2007; Ojeda, Perales, & Gutierrez-Perez,
2012). The advent of computers in schools occurred in the
early 1980s; however, despite evidence that the use of digital
technologies can enhance the teaching and learning of math-
ematics (Kaput & Hegedus, 2007; Lazakidou & Retalis,
2010, Reed et al., 2010), they are often not a mainstay in typ-
ical classroom instruction (Gross, 2002). For computer
technology to be effective in classroom use, they must take
into account the guidelines and activities necessary to fully
support the educational process (Brown, 2009; Keengwe,
Onchwari, & Wachira, 2008; Oncu, Delialioglu, & Brown,
2008; Purvis, Aspden, Bannister, & Helm, 2011; Tamar &
Rivka, 2008).
Among these new technologies, research points to the
use of electronic tools such as computer-based learning en-
vironments (CBLEs) on the IWBs and hypermedia envi-
ronments. CBLEs are effective to the extent that they can
adapt to the needs of individual learners by systematically
and dynamically providing scaffolding of key learning pro-
cesses during learning (Azevedo, Moos, Johnson, &
Chauncey, 2010). IWBs are a large interactive display that
Hipatia: a hypermedia learning environment in mathematics
99
anales de psicología
, 2016, vol. 32, nº 1 (enero)
combines an electronic touchable whiteboard connected to a
network computer and a data projector (Al-Qirim, 2011),
which projects the computer's desktop onto the board's sur-
face where users control the computer using a pen, finger,
stylus, or other device (Lee, Cheng, Rai, & Depickere, 2005).
Hypermedia environments are, by definition, adaptive learn-
ing systems, which are usually web-based application pro-
grams that provide a personalized learning environment
(Özyurt, Özyurt, Baki, Güven, & Karal, 2012). As will be de-
scribed below, these instruments have been used with the
aim of increasing problem-solving proficiency (for students
without difficulties) or supporting the acquisition of mathe-
matical skills (for students with learning difficulties). They
have also been used to enhance students’ self-regulated
learning as well as their attitude toward mathematics. In this
sense, learning in a hypermedia environment requires stu-
dents to adjust and adapt their activities and strategies to
achieve their goals, thereby self-regulating their learning.
This is an active process in which subjects set goals that
guide their learning, while attempting to monitor, regulate
and control their cognition, motivation and behavior in or-
der to succeed in a task (Rosário et al., 2012; Fernández et
al., 2013). The topic of self-regulated learning in hypermedia
learning environments is one that is being widely treated
(Artino & Stephens, 2009; Azevedo & Aleven, 2013; Bar-
nard, Lan, To, Paton, & Lai, 2009). However, other re-
search, such as that conducted by Walker and colleagues
(2012), has attempted to study the benefits of these tools not
only academically, but also affective-motivationally. This
study was conducted with a sample of 1247 students (ages
12 to 15) who completed pre/post questionnaires which
contained seven self-report Likert scale items. Two items
addressed student behavior, three addressed knowledge and
two addressed attitude. Findings showed gains not only in
terms of conceptual content acquisition, but also on a be-
havioral and attitudinal level.
In this sense, we can find different programs developed
and research on various hypermedia environments. Follow-
ing is the description of some of the programs designed to
achieve the same objectives we outlined for Hipatia. We
classified these programs based on the aim of the tool (i.e.,
work solving problems, develop self-regulating strategies,
etc.), the technique used (heuristic learning, guided self-
regulation learning, etc.), student grade, and the academic
content area.
Programs developed
The following describes the programs developed in order to
achieve an improvement in the self-regulatory skills devel-
opment, content exposure, or practical exercises. Also, these
can be classified based on the content or educational stage
(course) for which they are intended. Table 1 shows the clas-
sification of these programs based on these aspects.
Table 1. Description of hypermedia learning environments ranked based on the aim, theoretical model and students who are directed.
Program
Aim
Technique
Grade
Academic content
Sharp Online Work solving problems.
Techniques of heuristic learning Adaptive
Mathematics
WBMTS
Learn basic and specific math’s skills Expose academic content
10
th
grade
Mathematics
PIAC
Decrease mathematics difficulties.
Direct instruction.
High education Mathematics
MetaTutor
Stimulate self-regulation learning.
Asses cognitive, metacognitive, affec-
tive and motivational process
Guided self-Regulated Learning High education Human circulatory system
iStart
Work on strategies based on Self-
regulation learning
Guided self-Regulated Learning High education Reading and comprehension skills
Sharp Online. Rodríguez, Gil, García and Lopez (2008)
presented the development of a web application called
SHARP Online: An Adaptive Hypermedia System for solv-
ing math problems. The pedagogical foundation of this ap-
plication is in the techniques of heuristic learning support in
solving mathematical problems. Adaptability of the system is
achieved through the use of an algorithm that allows the us-
er to build the mathematical knowledge adaptively using
training methods. This application also provides the teacher
with the option to include content through specific modules.
It was originally developed for educational contexts in the
field of mathematics education so it includes a module for
editing and visualizing mathematical formulas in a web envi-
ronment.
Web Teaching of Mathematics (WBMTS). Hypermedia envi-
ronments have shown promise not only with acquisition of
basic math skills and problem solving, but also with the ac-
quisition of specific mathematical skills. Özyurt (2012) con-
ducted a study with ten teachers and seventy high school
sophomores with the goals of designing a system based on
WBMTS for the learning of probability and then implement-
ing and evaluating its effectiveness in tenth grade students.
Data from the study were analyzed by analysis of covariance
and showed that the system WBMTS had a positive effect
on the academic performance of students in the skill tested.
PIAC. Andrade-Aréchiga, López and López-Morteo
(2012) conducted a study in which an intervention was de-
signed to help students overcome difficulties related to the
concepts of calculus. Intended as a specific intervention for
mathematics difficulties, they used an interactive platform
for learning calculus, called PIAC, with a total of 102 stu-
dents. The application allows students to manage, display
and present a wide variety of content, including text, images,
video, and interactive content. The use of PIAC to support
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Marisol Cueli et al.
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, 2016, vol. 32, nº 1 (enero)
to learning of calculus concepts was shown to be effective;
further, results indicated positive response to the program
and also showed that benefits occurred not only in the stu-
dents' academic performance, but also on the motivational
aspects of the learning process. Thus, they concluded that
the technology-based intervention provides a positive influ-
ence on the learning process.
MetaTutor. Developed by Azevedo et al. (2012), MetaTu-
tor is a learning tool designed to teach and train students to
self-regulate. Moreover, it is a research tool used to select
trace data on the cognitive, metacognitive, affective, and
motivational processes that students employ as they learn.
This learning tool is a multi-agent, adaptive hypermedia
learning environment, designed to train, model, and foster
students’ SRL while learning about the human circulatory
system. The primary goal underlying the design of MetaTu-
tor is to investigate how advanced learning technologies
(ALTs) can adaptively scaffold learners’ SRL while they
learn about complex biological topics (Azevedo et al., 2012).
As a learning tool, MetaTutor has a host of features that
embody and foster self-regulated learning. Additionally,
MetaTutor collects information from user interactions with
it to provide adaptive feedback on the deployment of stu-
dents’ SRL behaviors. This tool includes the avatar, or meta-
tutor, which is an application of hypermedia environments
that promotes student self-regulated learning through guid-
ance and immediate feedback on answers (Cerezo et al.,
2010).
iSTART. Interactive Strategy Training for Active Read-
ing and Thinking is an intelligent tutoring system designed
to improve students' reading comprehension skills (Jackson,
Boonthum, McNamara, 2010). iSTART teaches students
how to self-explain and which strategies will most effectively
aid comprehension from moment to moment (Kurby et al.,
2012). These authors used the Reading Strategy Assessment
Tool (RSAT) to assess how iSTART changes the relation be-
tween important self-explanation reading strategies-bridging
and elaboration-and online comprehension, and how often
they are produced. iSTART is designed so that teachers and
researchers may add their own texts into the system.
In short, as can be seen in table 1, the programs de-
scribed are directed to stimulate various aspects through dif-
ferent content in a specific age range. However, there has
not been found a program that combines the aims of all
those reviewed above. Although it is true that many tools
have been developed for learning academic content, it seems
that the theoretical models upon which they are based are
oriented more to the explanation of content and execution
by the student than to the stimulation of self-regulation
learning and affective-motivational variables. There are two
programs that incorporate both of these components; how-
ever, these are aimed at learning the circulatory system
(MetaTutor) and developing reading comprehension skills
(iStart).
Given the potential of new technologies and the results
provided by previous research that found positive effects of
these tools in the teaching and learning process of the stu-
dents, the objective of the current work is to design and de-
velop a hypermedia tool, called Hipatia, based on the princi-
ples of self-regulated learning (similar to MetaTutor or
iSTART but directed toward mathematical content). Fur-
ther, it was important that the program be adaptative so that
it can be used with students with various learning difficulties
(similar to PIAC). Thus, Hipatia will combine in one tool the
principles seen in the above literature: enhanced self-
regulated learning, development of specific content skills,
and effective problem solving (similar to Sharp, which fo-
cuses on problem solving). This technology is geared to stu-
dents in fifth and sixth grades with and without learning dif-
ficulties in mathematics. It also includes the avatar, which
has been mainly applied only in high school so far.
Target Demographic
The sample to be targeted by the intervention program con-
sists of students in grades five and six. This level was select-
ed because results from the Trends in International Mathe-
matics and Science Study (IEA, 2011) showed below average
academic achievement in mathematics for fourth grade stu-
dents. Further, students at this age generally have sufficient
computer resources (i.e., equipped with computers and have
basic knowledge about handling them) but are still young
enough that intervention may prevent the difficulties or
shortcomings often experienced by secondary school stu-
dents. Thus, the mathematical content of the hypermedia
system described in the current study are adapted to the
competences proposed by the administration of the Spanish
education system for this stage of the curriculum. The fol-
lowing sections describe the tool, Hipatia, and its application
to classroom instruction, as well as implications for future
research.
Theoretical Framework
The designed instrument, Hipatia, is a hypermedia tool in-
tended to improve math skills in fifth and sixth grades. The
theoretical foundation of the content is based on Zimmer-
man’s (2008) model of self-regulation, which states that stu-
dents operate their self-regulated learning through the im-
plementation of a number of strategies that activate and
modify their cognition, metacognition and behavior. These
strategies are variously applied before, during, and after the
learning takes place; each follows the phases of planning,
implementation and evaluation of the process (Figure 1).
Hipatia: a hypermedia learning environment in mathematics
101
anales de psicología
, 2016, vol. 32, nº 1 (enero)
Also, Hipatia is directed for students with and without
learning disabilities in mathematics. Maccini, Gagnon and
Hughes (2002) showed three practices for working with stu-
dents with learning disabilities in mathematics: hypermedia
software programs, contextualized learning, and multimedia
software. Hipatia is hypermedia software that provides con-
textualized learning, as content is only shown after an exam-
ple that activates prior knowledge. This is very relevant, es-
pecially considering that math skills evolve in a hierarchical
and inclusive way (Kikas, Peets, Palu, & Afanasjev, 2009;
Olkun, Altun, & Deryakulu, 2009). Moreover, Swanson
(1999) reviewed 20 years of research on intervention with
students with learning disabilities in mathematics and con-
cluded that the two teaching practices with best results are
direct instruction and cognitive strategies of self-regulation
and control. These results were supported by the meta-
analysis by Kroesbergen and van Luit (2003), which also in-
dicates that the intervention strategies with improved out-
comes for teaching students in elementary school with learn-
ing disabilities in mathematics were self-instruction and di-
rect instruction of cognitive strategies. This is in the line of
Hipatia, which uses direct instruction and includes the avatar
for enhancing this point. If the student gives the wrong an-
swer, the avatar provides prompts to determine which pro-
cedure to follow to self-correct (based on self-regulatory log-
ic and direct instruction) in order to reach the correct an-
swer.
Description of the Program
The program described below is an adaptation of the tool
Hypatia,
initially
developed
in
Portugal
(http://www.hypatiamat.com/). Hipatia is a researcher-
developed hypermedia program that was created to support
the development of students’ self-regulatory skills and the
acquisition of specific math skills. Because of the nature of
the tool, one of the goals of Hipatia is to improve students’
motivation toward math. As it is designed, the teacher and
the student can work with the application both from the
computer and from the whiteboard; thus, it is an in-class
tool meant to supplement and reinforce whole-class instruc-
tion. Hipatia was created and established in a web space
(www.institutouria.es/hyp), making it accessible to both the
students and faculty. In this space, there are different sec-
tions or links. First, there is a section concerning the con-
tent, which lists each of the topics offered (loca, angles, pol-
ygons, areas, etc.). Second, there is a specific section for cal-
culating activities, working this skill in a fun way through
games. Third, there are sections describing the project and
sections which give visitors the opportunity to collaborate.
The application can be run from the student's own comput-
er (at home or at school), from the teacher, or from the in-
teractive whiteboard.
In this regard, students using Hipatia follow a predeter-
mined series of tasks. First, they are presented a concept
through an example (thus activating prior knowledge); then
they process the content, first with simple tasks and then
with progressively more difficult tasks. The underlying con-
cepts of these initial phases are learning to learn and self-
regulatory enhancement planning. Once students have ac-
quired the knowledge, they practice with different activities
(i.e., “learning to do,” or execution) and the program gives
students immediate feedback once they complete the task;
this component of the tool supports affective-motivational
development as it is an immediate and contingent rein-
forcement (Cameron, Pierce, Banko, & Gear, 2005). Feed-
back makes learning more active, autonomous, reflective,
and critical (Martínez-Berruezo & García-Varela, 2013).
After feedback, each topic includes a final summary that
lists the main ideas learned, thus facilitating the process of
self-evaluation and monitoring of learning. Some of the
mathematical content includes loci, polygons, perimeter, ar-
ea, and angles. To more clearly describe the sequencing of
the instrument’s content, one of the lessons (on angles) is
described below. It is important to note that all the pro-
posed content follows the same dynamics as shown below.
102
Marisol Cueli et al.
anales de psicología
, 2016, vol. 32, nº 1 (enero)
Figure 2. Translation: Geometry in the plane: Angles.
All the topics are divided into 10 sections, within which
appear different activities that present relevant concepts, ex-
ercises and problems. Students navigate through activities
using the arrows (as evident in the figures). The Hipatia pro-
gram has several tools but the following three are used most
frequently: pencil, pen, and rubber/eraser. The pen allows
students to write and to conduct operations while the pen al-
lows them to point out or highlight data. Students use these
tools to perform the requested activities, operate to solve a
problem, outline the statement when necessary, and seek
strategies to solve a problem. For this, they have to click on
the tool, which appears at the top right of the screen. In ad-
dition, the teacher and the student have the option to
change the data in the exercises by a specific button (shown
at the top of the screen in some exercises). Using this op-
tion, the problem statement remains invariable while the
numerical data change. This action facilitates the consolida-
tion of knowledge needed to repeatedly perform the activity.
Further, students can obtain a proposed correct solution, re-
ceive clarification on words (those underlined with a dotted
line include a comment when you mouse over them), check
their responses (through immediate feedback), and receive
the guidance of the avatar or meta-tutor.
Figure 3. In the lesson on angles, this first step provides the example to ac-
tivate prior knowledge. Translation: example of a Spanish task.
The avatar, which can be seen at the top right of Figure
3, acts as a guide in the learning process, emerging when the
student makes a mistake or seeks to provide an answer be-
fore attempting the exercise. Based on student performance
errors, the avatar gives specific instruction tailored to each
response and, therefore, to the specific needs of each stu-
dent. In this way, deficits related to specific learning difficul-
ties in mathematics are addressed. Other tools offered by the
program are the protractor, ruler, and compass, which are
necessary for various activities.
The main way in which students are assessed on their
learning is through questioning. There are two types of ques-
tions posed to students in Hipatia: theoretical open-ended
questions where they must write the correct answer in the
space provided, and multiple choice questions where the
student chooses the answer in a set. The different question
types demand a different cognitive load; whereas multiple-
choice questions require students to identify the right answer
from a finite list, open-ended questions require that students
produce an answer that demonstrates the conceptual and re-
lational underpinnings of the skill (García-Beltrán, Martínez,
Jaén, & Tapia, 2006).
Classroom Application
The application can be run from the student's own comput-
er (at home or at school), the teacher’s computer, or the in-
teractive whiteboard. This means that the application in the
classroom can be done in multiple ways. Further, all stu-
dents and the teacher can access the application simultane-
ously. As the tool includes both theoretical concepts and
practical activities, the application can be done in all weekly
math classes to show a content to perform an exercise and
correct it. In addition, homework can be given through the
application, provided that the student has available personal
computer.
Summary
The aim of this study was to present and describe the design
and development of an hypermedia tool, Hipatia, which
sought to boost self-regulated learning, develop specific
math skills, and promote effective problem solving. It was
targeted toward fifth and sixth grade students with and
without learning difficulties in mathematics and it included
the avatar to guide the teaching-learning process and self-
regulation simultaneously. A thorough review of the litera-
ture revealed the benefits of different instruments for the
development of mathematical competence (Özyurt, 2012)
and problem solving (Koehler, 2002), guided self-regulated
learning (Azevedo & Aleven, 2013), improving affective-
motivational aspects (Walker et al., 2012), and intervention
in specific difficulties in mathematics (Andrade-Aréchiga et
al., 2012). However, no one tool combined all these varia-
bles; this was our goal with Hipatia. It can be concluded that
Hipatia: a hypermedia learning environment in mathematics
103
anales de psicología
, 2016, vol. 32, nº 1 (enero)
it adapts to student proficiency with each skill and adjusts in
each individual case to individual student needs. This is rele-
vant in the context of diversity, especially because research
makes clear that not all students learn the same way at the
same speed (Lee et al., 2005).
The importance of the guide in the learning process has
great relevance considering that students who performed
better academically place more emphasis on the planning
phase of self-regulated learning (Cueli, García, & González-
Castro, 2013). Hence, it is very important to strengthen and
practice this first phase with students who struggle. Overall,
we have concluded that Hipatia is well aligned with the prin-
ciples of self-regulated learning.
Directions for Future Research
The true benefits of Hipatia still need to be tested with an
empirical methodology. Therefore, one of the future lines of
research includes the implementation of the tool in the daily
classroom routine in order to ascertain its impact compared
to traditional teaching methods. To do this, the technology
should be implemented over an extended time and there
should be comparison groups who do not use this or other
digital tools. To do so would require the consent of the cen-
ters as well as parents of students. In order to see the bene-
fits of working with this tool, the researcher should apply at
least one of the proposed themes and also compare the re-
sults of students with other groups of the same level of edu-
cation who had worked the same subject following a tradi-
tional methodology in order to determine and then compare
the rate and depth of acquisition of math skills through each
method. The teacher must be trained in handling Hipatia
and implement the schedule with fidelity. Also, to study the
effects on self-regulation of learning, questionnaires may be
used for self-regulation, which should be completed prior to
and after the intervention.
In addition to assessing the effectiveness of Hipatia im-
proving self-regulation, it is necessary to know its benefits
on students´ academic performance in this subject and on
other affective-motivational variables related to mathematics
such as anxiety, motivation or perceived competence. These
variables, as well as self-regulation, would be assessed using
self-report methods responded by a group of students who
would work with the hypermedia tool and another group of
students who would follow a traditional learning methodol-
ogy. Furthermore, the questionnaires would be completed
prior to and after the intervention. An expert would go to
the schools to give the specific instructions and supervise
the administration. At the same time, this process would be
done by means of an online platform where the students
would be required to enter with an individual username and
password. However, other process-based assessment could
be carried out, following protocols such as thinking aloud or
triple task, as applications to the area of mathematics are al-
ready being initiated (García & González-Pienda, 2012).
On the whole, the line of future research proposed is to
analyze the impact of the tool on three key areas: mathemat-
ical learning process, students´ self-regulation in this subject
and other affective-motivational variables. Taking the guide-
lines described here into account, a first empiric study was
carried out with the aim of analyzing the benefits of this new
technology in four affective-motivational variables (per-
ceived usefulness, perceived competence, intrinsic motiva-
tion and anxiety towards mathematics) and determine if such
benefits are related to the previous affective-motivational
levels in these variables. To achieve this goal 425 fifth and
sixth grade students received an intervention with Hipatia.
This first application was based on the work with the topic
“Loca” which students learned during a month three times
per week. The affective -motivational levels of all students
were collected before and after intervention using the Inven-
tory of Attitudes towards Mathematics (González-Pienda et
al., 2012; Rosário et al., 2007). The results of the t Student
Test for related samples showed statistically significant dif-
ferences in the post-test compared to pretest variables in
perceived competence and math anxiety. In addition, the
students with low prior affective- motivational levels ob-
tained greater benefits from the intervention (Cueli, Gonzá-
lez-Castro, Rodríguez, Núñez, & González-Pienda, In
press).
Acknowledgements.- This work is funded by the I+D+i project
with reference EDU2010-19798, and the support of a grant from
the Ministry of Science and Innovation (BES-2011-045582).
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(Article received: 11-11-2013; revised: 16-06-2014; accepted: 13-09-2014))
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