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 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.

[1]  M. Zorzi,et al.  Storage and retrieval of addition facts: The role of number comparison , 2001, The Quarterly journal of experimental psychology. A, Human experimental psychology.

[2]  Arthur T. Benjamin,et al.  Secrets of Mental Math: The Mathemagician's Guide to Lightning Calculation and Amazing Math Tricks , 2006 .

[3]  D. Bates,et al.  Linear Mixed-Effects Models using 'Eigen' and S4 , 2015 .

[4]  Jamie I. D. Campbell,et al.  Neighborhood consistency and memory for number facts , 2011, Memory & cognition.

[5]  Wim Fias,et al.  Interacting neighbors: A connectionist model of retrieval in single-digit multiplication , 2005, Memory & cognition.

[6]  Peter Dalgaard,et al.  R Development Core Team (2010): R: A language and environment for statistical computing , 2010 .

[7]  S. Dehaene,et al.  The Number Sense: How the Mind Creates Mathematics. , 1998 .

[8]  J. Staszewski Skilled memory and expert mental calculation. , 1988 .

[9]  Jesse Schell,et al.  The Art of Game Design: A book of lenses , 2019 .

[10]  Jamie I. D. Campbell,et al.  Simple addition and multiplication: No comparison , 2008 .

[11]  M. Ashcraft Cognitive arithmetic: A review of data and theory , 1992, Cognition.

[12]  Feature of Cross-Culture in the Interacting Neighbors Model: Neighborhood-Consistency Effects , 2012 .

[13]  J. Ziegler,et al.  Smart Phone, Smart Science: How the Use of Smartphones Can Revolutionize Research in Cognitive Science , 2011, PloS one.

[14]  Jo-Anne LeFevre,et al.  The Role of Experience in Numerical Skill: Multiplication Performance in Adults from Canada and China. , 1997 .

[15]  S. Dehaene Varieties of numerical abilities , 1992, Cognition.