A Resource for Parents & Educators: Addressing Math
Anxiety
by David Berg, Educational Therapist
MAKING MATH REAL™: A Multisensory Structured Program For Integrating
Sensory-Cognitive Development with Conceptual/Procedural Instruction
Students with math anxiety do not lack the intelligence or the motivation to
be successful. Typically, they lack the underlying development that supports the
acquisition of the basic tools to do math. For example, a significant number of
students who struggle with math have a "big picture"
learning style that enables them to do well with reading comprehension,
the conceptual side of math, and other learning activities that create pictures
in the mind. These students are gifted image makers. They have vivid
imaginations and are often highly creative and expressive. However, they may
lack the ability to be successful with the mechanics/basic skills of math such
as learning the math facts and being accurate with their calculations. They
suffer great anxiety because they know their performance does not match their
intellectual capability. Students' anxiety is exacerbated further by current
curricula or programs designed to be implemented at a rate that is too fast for
them to process effectively. While they are still struggling to synthesize
yesterday’s lesson, somehow they have to contend with today’s new content.
Consequently, these children are unable to build a strong foundation in math,
but do increase their anxiety and negative association to the subject. They know
they are just as smart as their classmates, why can’t they do as well? One
reason is big picture learners are not as adept at processing symbols (numbers)
as they are at processing pictures.
Some of the key underlying developmental tools essential for processing
symbols, learning math facts, and gaining accuracy with
calculations are symbol imaging, detail analysis and
sequential processing. Symbol imaging is a perceptual tool for imaging and
holding sequences of symbols (numbers) in the mind
allowing students to perceive and then store information in active working
memory for immediate application. In addition, this perceptual tool allows
students to input and output information from long term memory.
Detail analysis requires the integration of symbol
imaging to enable students to focus on the discreet parts of a whole without
losing the picture of the whole. Detail analysis is a cognitive editing tool.
It supports the ability to notice "careless" errors and check one’s work.
Sequential processing, which further integrates
symbol imaging and detail analysis, is the ability to recall, re-image, and
reconstruct procedures in their respective sequences for accurate application.
The focus of the Making Math Real approach is to integrate these three principal
sensory-cognitive abilities into every lesson.
Making Math Real is a simplified and practical model that is designed to reach
the full diversity of learning styles. It is a systematic, incremental,
multi-sensory methodology that guides students from the concrete to the
semi-concrete to the semi-abstract, culminating in the synthesis of abstract
functioning. While it is successful for the special needs population, its
application in general education classrooms provides accelerated, in-depth
learning that addresses the educational needs of all students. The focus is in
reconnecting math to its concrete fundamentals while developing essential memory
building tools to make math an anxiety-free, successful, and dynamic experience
for teachers and students.
Making Math Real eliminates math anxiety through authentic experiences of
success by reducing reliance on memory, providing multisensory
incremental guidance and scaffolding of all math content, and
developing the brain tools necessary for success with basic skills. This
multisensory structured program reduces reliance on memory by connecting math
terminology (symbolic, non-pictorial) to informal language that
creates clear mental pictures. Students learn imagistic stories that recreate
the concrete experience of math rather than memorizing the steps to an
operation. They find success because they see and understand what
they are really doing rather than following a rote procedure.
A brief example from Level 2, within the eight levels of the long division
sequence, demonstrates how to link informal language to a concrete experience.
Long division starts with a concrete and imagistic story of kids (the divisor)
finding an abandoned box of some desirable loot (the dividend) such as video
games. The video games are packaged in ten packs and single packs. Each kid
wants to know how much s/he is going to get (the quotient). Base ten
manipulatives are used to represent the loot, tens rods represent ten packs of
video games and unit cubes represent single video games. Other manipulatives
that represent the kids (the divisor) are placed outside the loot box. The long
division algorithm is primarily about place value, so the loot pile (dividend)
is organized into separate piles of like value: ten packs together in one pile
and singles together in a separate pile. When dividing up valuable loot, most
people would be interested in starting with the most valuable pile (the largest
place value pile), so the kids start dividing up the ten packs first each saying
"one for me, two for me" as they go. Students record the results of each
division of the loot using color coding to differentiate and link each place
value of the dividend with its respective place value in the quotient.
The algorithm of long division (divide, multiply,
subtract, check and bring down) recreates this concrete experience. 1. DIVIDE:
Each pile is divided up equally to see how much loot each kid gets. 2. MULTIPLY:
Multiply shows how much all the kids get by combining how many times each kid
gets a video game from the loot pile. 3. SUBTRACT: This step shows the kids
taking away all of their loot from the loot originally in the box. 4. CHECK:
This is the most important step to make sure that the kids have not been
cheated. The left over video games after subtracting, if any, must be less than
the number of kids, or else each kid could have received more video games. 5.
BRING DOWN: This final step signals the end of dividing up one of the loot piles
and represents moving to the next loot pile to be divided up.
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