Tuesday, November 5, 2013

Analytics, Adaptive Learning, & Badges

Hey teachers!

Soon we will step into the next phase of development, and a big part of it will be analytics so that you can monitor your students' progress, incentivize students to complete all the math challenges, and help them where they need help the most.

Consider the following features:

• Student logins that will keep track of how many problems they did, what type of problem, and accuracy rate
• Badges to indicate skill or achievement level in specific subjects
• In-game suggestions for the student based on their deficiencies
• Leaderboards so students can know where they stand (and compete) vs. friends
• Simple online spreadsheet including all your students scores across the different math subjects

We need your help with this! 
We know the importance of smoothly integrating our game, and if it's going to work, it better do a good job of matching the students' learning experiences to their curriculum and test scores.

1. Do you use similar analytics for other games in your classroom?
2. Do you think these are good ideas listed above?
3. Is there anything that stands out as a potential problem with these ideas, that you would like us to address?
4. Did we miss anything?

Feel free to email us directly [ team@imaginarynumber.co ] or respond to this blog if you have any input!

Thanks!!

-- Charlie & the Imaginary Number Co. Team

2 comments:

  1. Educational research in the Netherlands, by example from Jeroen Janssen and Gijsbert Erkens, is done about how to make a task as effective as possible. One of the important conclusions is, that if two people has to do a task together and they are dependant from each oter; that in that case the learning outcomes are the best (ICT and learning, University of Utrecht) What can you do with coöperative learning in this game?

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  2. The game Portal does a very interesting thing with multiplayer, where two players are required to work together and take separate actions to solve a single puzzle. It is interesting that Janssen and Erkens' research shows this is the most effective for learning outcomes!

    This is definitely a goal for multiplayer for us. For example, one player is able to multiply and the other is able to add, and they must get to a specific number that can only be reached by combining their actions in a specific sequence.

    However, for our current single player game, we're doing analytics to show what actions each individual player took and how that relates to their math abilities and improvement over time.

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