Running Head: ENHANCING SUBITIZING
Enhancing Subitizing
Shenika Kilpatrick
Concordia University-Portland
EDCI 526
Dr. Luanne Schnase

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Enhancing Subitizing
Teaching students to compute fluently can be a task at times for any student but more
often for struggling student due to the fact that the student hasn’t committed his/her basic math
facts to his/her long-term memory. “Recognizing meaning is a key criterion for long-term
storage, teachers should purposefully plan for meaning in their lesson” (Sousa, 2015, p.100). To
help that struggling student to become fluent in computation, programs such as Touchmath,
Dreambox, and the game of dominoes can help the student to become fluent in computation.
“Touchmath is a multisensory math program that makes critical math critical math
concepts appealing and accessible for students who struggle to understand grade-level content”
(YouTube, 2009, para. 1). Using applications as Touchmath is a beneficial program for the
struggling student because they get to not lonely see the number(s) but the student gets to touch
the point(s) that are included on each numeral. The points that the student is touching are called
TouchPoints which makes Touchmath simple for the student because
Each numeral from 1 through 9 has TouchPoints corresponding to the digit’s value.
Numerals 1through 5 have single TouchPoints, numerals 6 through 9 have double
TouchPoints. As students count the TouchPoints, they (the student) associate numerals
with real values. They learn that a numeral (3 for instance) is not just a squiggle on a
page. It represents a quantity such as three apples, three ladybugs, three buttons, or
three TouchPoints (TouchMath, n.d., para. 1).
By using this program, the student(s) get an understanding of number sense. For example,
I have a student that still struggles with number sense and the understanding of it. After, learning