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Arithmetic on Your Phone: A Large Scale Investigation of Simple Additions and Multiplications

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 e...

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Autores principales: Zimmerman, Federico, Shalom, Diego, Gonzalez, Pablo A., Garrido, Juan Manuel, Alvarez Heduan, Facundo, Dehaene, Stanislas, Sigman, Mariano, Rieznik, Andres
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5199052/
https://www.ncbi.nlm.nih.gov/pubmed/28033357
http://dx.doi.org/10.1371/journal.pone.0168431
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author Zimmerman, Federico
Shalom, Diego
Gonzalez, Pablo A.
Garrido, Juan Manuel
Alvarez Heduan, Facundo
Dehaene, Stanislas
Sigman, Mariano
Rieznik, Andres
author_facet Zimmerman, Federico
Shalom, Diego
Gonzalez, Pablo A.
Garrido, Juan Manuel
Alvarez Heduan, Facundo
Dehaene, Stanislas
Sigman, Mariano
Rieznik, Andres
author_sort Zimmerman, Federico
collection PubMed
description 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.
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spelling pubmed-51990522017-01-19 Arithmetic on Your Phone: A Large Scale Investigation of Simple Additions and Multiplications Zimmerman, Federico Shalom, Diego Gonzalez, Pablo A. Garrido, Juan Manuel Alvarez Heduan, Facundo Dehaene, Stanislas Sigman, Mariano Rieznik, Andres PLoS One Research Article 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. Public Library of Science 2016-12-29 /pmc/articles/PMC5199052/ /pubmed/28033357 http://dx.doi.org/10.1371/journal.pone.0168431 Text en © 2016 Zimmerman et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Zimmerman, Federico
Shalom, Diego
Gonzalez, Pablo A.
Garrido, Juan Manuel
Alvarez Heduan, Facundo
Dehaene, Stanislas
Sigman, Mariano
Rieznik, Andres
Arithmetic on Your Phone: A Large Scale Investigation of Simple Additions and Multiplications
title Arithmetic on Your Phone: A Large Scale Investigation of Simple Additions and Multiplications
title_full Arithmetic on Your Phone: A Large Scale Investigation of Simple Additions and Multiplications
title_fullStr Arithmetic on Your Phone: A Large Scale Investigation of Simple Additions and Multiplications
title_full_unstemmed Arithmetic on Your Phone: A Large Scale Investigation of Simple Additions and Multiplications
title_short Arithmetic on Your Phone: A Large Scale Investigation of Simple Additions and Multiplications
title_sort arithmetic on your phone: a large scale investigation of simple additions and multiplications
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5199052/
https://www.ncbi.nlm.nih.gov/pubmed/28033357
http://dx.doi.org/10.1371/journal.pone.0168431
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