Abstract
This paper presents the results of a qualitative study involving the internet-based software
LOGAL Tangible Math. The study was carried out in a secondary school classroom over a
period of ten weeks and focused on identifying factors in the software design involved in
promoting higher level thinking. Specifically, the roles of cognitive tools, question types,
format of student answers, manipulable objects and navigational issues were examined. The
authors conclude that higher-level thinking is encouraged by the provision of a rich set of
tools, and the presence of manipulable objects that allow students to generate exemplars of a
new concept.
Martin Cooper & John Malone
Mathematics Software Design In Mathematics Education: Factors That Promote Higher-Level Thinking