cal education for geometrical problems. They point
out that "dynamic geometry software" facilitates
specific types of learning activities, for example
exploration and visualisation, and can enhance
others, such as "proof and proving" (Martinez-
Santaolalla, Bienvenida, Tunez, 2005, p. 5).
The use of e-learning platforms in the internet
has been explored in the user study of (Albano,
Ferrari 2008). The interviewed students valued e-
learning as "more interesting" and the learning as
"faster and easier".
Regarding the findings of these studies, we can
conclude that dynamical maths and the use of
specialized software systems are beneficial for
pupils and students and help to visualize problems
and interact with mathematical terms as described in
the principles of Kolb's learning cycle.
In order to stress the fact of interactively
exploring mathematical concepts further we came up
with the idea to develop a mathematical application
using a multi-touch table. Those tables provide an
intuitive touch input with multiple fingers instead of
the traditional mouse interaction on a PC. So
dynamical geometry and the interaction on a multi-
touch table can be combined to design a new kind of
learning environment for pupils.
3 RELATED WORK
Following we will present the most relevant related
applications in the field of mathematical e-learning
as in regard to our application domain. A part of
them belongs to classical PC based programs. We
also discuss new applications already using multi-
touch tables.
3.1 Mathematical Learning Programs
for PC
The programs "GeoGebra" (Hohenwarter, Fuchs,
2004) and "Cinderella" (Kortenkamp, Richter-
Gebert, 2002) aim at a similar direction as our TOM
system. GeoGebra is a software for learning
dynamical geometry. Objects can be drawn and
altered after drawing. The coordinates of the points
and equations are also displayed but only in a
subordinate role.
To draw a special object, the kind of the object
has to be selected by a button before, i.e. recognition
of gestures is not part of the system. Additionally the
system can be used to solve mathematical problems,
e.g. from a textbook. The system itself does not
provide a functionality to integrate exercises for the
individual topics, which can be used to help a
learner to experience the different facets of a
problem and to guide and support the learning
process.
The program Cinderella is more comprehensive
than GeoGebra. A higher number of objects can be
drawn and the system provides more actions to be
performed with these objects. The price to pay for
this is that a longer training period is necessary to
use the entire functionality of the system. To draw
the objects and perform actions on these objects, the
pupils have to choose the type of the action or object
to draw using buttons comparable to GeoGebra.
An additional window must be opened to display
equations and the belonging coordinates.
As in GeoGebra the system can be used to solve
exercises from a textbook. However integrating
exercises into the system is not possible.
Both applications provide a range of
functionalities to interactively explore mathematical
objects. However the interaction is rather
cumbersome. Consequently, an application for
dynamical maths on a multi-touch table shall be
assessable by simple intuitive gestures. The
possibility to integrate exercises shall be envisaged
for the system as well.
3.2 Mathematical Learning Programs
on Tabletops
First mathematical applications for multi-touch
tables have been developed recently.
"Cinderella Multi-touch" is an interactive
geometry software on a multi-touch table. This
software is an experimental realization of the
"Cinderella" system on a tabletop, as described in
the previous section. It has been developed by
students of the University of Applied Sciences in
Schwäbisch Gmünd, Germany (Hochschule für
Gestaltung Schwäbisch Gmünd, 2010). The program
differs strongly from its PC version.
The target audience for this system are young
children. It has been designed to help them
understand shape and style of geometrical objects.
For example, the children can learn what a triangle
is and that it consists of three points and three
connecting lines.
"Smart Table" is a commercial teaching table.
(SMART, 2010). According to the informations on
the producers web site the table can be used for
different educational purposes. A mathematical
learning environment for simple mathematical tasks
like learning to count or simple geometrical games,
like for example Tangram puzzle, are provided. The
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