When we first started building a math game, we thought it would be easier compared to other subjects since we wouldn't encounter any discrepancies in interpretation. (Imagine trying to tackle a history game!) After all, mathematics is supposed to be the universal language -- a common tongue spoken across diverse cultures with little variation (even though the level of literacy may differ). We figured that we would do all the fun, creative game design stuff and leave the math-y heavy lifting to our code. Mathematics = calculations, and therefore the computer can handle the execution because the answer can only be right or wrong. Right?
Wrong.
Here's the thing -- math is not just about performing calculations, and neither is it a universal language. We have merely come up with a near-uniform set of symbols to represent mathematics, refined over centuries of standardization. The "universality" of this system crosses terrestrial borders but, as far as we know, does not extend beyond human civilization.
Math itself is subjective. While calculations may produce consistent outcomes, there could be a myriad of different meanings and associations attached to the math depending on who's doing it. Those meanings and associations are probably not innate; rather, they're developed in the learning context. In the Western education system, that context is generally the symbols and calculations themselves, and students typically don't attach any other meanings to math until they start applying these concepts in the "real world." That could mean counting change as a cashier or leaving tips after a meal (I still mess that up constantly and could use a little help… level designers, are you listening?) Or, if you're a lucky duck like my surfer friends, math could mean optimizing surf times through complex calculations of wind velocities, tide changes, etc. (Although these same people are thoroughly perplexed by basic arithmetic, go figure.)
Dr. Keith Devlin's research has shown that children in developing countries that help their families run market stands could perform complex calculations on the fly with over 90% accuracy. When asked to do the same calculations on paper, that accuracy rate drops to about 40%. Conversely, Dr. Devlin gives an example of American students on a field trip to Mt. Diablo -- in a class full of trigonometry aces, not one could figure out the height of the mountain based on its distance from where they were standing. For each of these kids, math has been taken out of context.
Context gives math meaning. I'm not saying that mathematics must be attached to real-world applications in order to have meaning at all -- abstraction can be a beautiful thing and even a fun toy to play with -- but you'd have to be able to wrap your head around it first. The question is, how do we bridge that gap between the concrete and the abstract and vice-versa? When we say we want to build a game that teaches math, what we're really trying to do is help players make the logical leap when they transition from one context to another.
In the Mathbreakers world, we started off by making our numbers "tangible" -- whack a number with a Factor Hammer to get its prime factors, blast it with a Fun Times Wave to multiply it, chop it with a Halving Sword to literally produce two halves -- you get the idea. This approach removes the player from a typical symbolic context and lets them play with mathematics as though it's something tactile. We thought that was good enough (actually, we thought it was quite brilliant) until Dr. Devlin wisely pointed out that each gadget is but one way to teach a concept, and a single concept needs to be reinforced in many different ways before students can begin to grasp the abstraction.
Does this mean our math gadgets could essentially shape the meanings that our (young and malleable) players associate with the corresponding operations? While we would feel pretty proud if a child instinctively reached for her Halving Sword whenever she needed to do division, we're probably not helping her learn math by giving her just one or two tools for performing each operation. Every math gadget is really just a subjective interpretation of its inventor. We need to aggregate all sorts of different subjective interpretations of one concept in order to form an objective abstraction. If that's the case, no one can ever saturate the demand for gadgets that teach division or any other concept -- and our math toy box grows infinitely bigger.
Showing posts with label Concept. Show all posts
Showing posts with label Concept. Show all posts
Thursday, November 14, 2013
Wednesday, September 11, 2013
Game Based Learning Has Huge Benefits! But don't take our word for it, see what the scientists say
I saw this infographic posted on Edudemic's blog recently and it made me smile - someone collected Mathbreakers value proposition and the reasons why we're working super hard to make our game great for kids into an infographic. Thanks Knowledge Guru!
Highlights from Edudemic:
While our game is still in development, we've done some preliminary testing through workshops and have witnessed moments of these benefits in our young testers already - just a couple of examples:
No. 4:
We've literally had kids slink off into corners with laptops to continue playing our game as "their turn" was coming to an end. In other cases, we've extended workshops over an hour past the designated end time to allow kids to continue playing the game. Unsurprisingly, we haven't heard from parents that their children act this way with math homework.
No. 7:
Mathbreakers is an "action-adventure" game and requires exploration to discover goals as well as master levels. Our young testers, many of whom are trying the game for the first time, are very adept at discovering goals and piecing together what they've learned along the way to progress through the game.
Have questions or thoughts on game based learning and how you can incorporate Mathbreakers into your classroom, feel free to get in touch with our founders +Charlie Van Norman, +Vivian Tan & +Morgan Quirk.
Highlights from Edudemic:
- 1| Games can make people behave better
- 2| Learners perform better when using game-based learning
- 3| Without games, the grade distribution is much more even across letter grads. With games, the distribution of grades is highly tilting towards the "A" range with almost no grades in the failing range.
- 4| Players work harder voluntarily with game-based learning
- 5| The work tends to be more relevant and easier to recall in 'real live'
- 6| Timely and appropriate feedback is worked into the game design
- 7| The challenges, structure, and goals are generally quite clear in game based learning
While our game is still in development, we've done some preliminary testing through workshops and have witnessed moments of these benefits in our young testers already - just a couple of examples:
No. 4:
We've literally had kids slink off into corners with laptops to continue playing our game as "their turn" was coming to an end. In other cases, we've extended workshops over an hour past the designated end time to allow kids to continue playing the game. Unsurprisingly, we haven't heard from parents that their children act this way with math homework.
No. 7:
Mathbreakers is an "action-adventure" game and requires exploration to discover goals as well as master levels. Our young testers, many of whom are trying the game for the first time, are very adept at discovering goals and piecing together what they've learned along the way to progress through the game.
Have questions or thoughts on game based learning and how you can incorporate Mathbreakers into your classroom, feel free to get in touch with our founders +Charlie Van Norman, +Vivian Tan & +Morgan Quirk.
Tuesday, September 3, 2013
Why our game is NOT "Gamification"
I talk about Mathbreakers all the time, and one of the most common responses I get is, "Oh, I get it -- it's gamification for math."
No!!
Gamification was popularized in the last few years by adding badges and points to otherwise dull tasks. According to Wikipedia, "Gamification is the use of game thinking and game mechanics in a non-game context..."
"A non-game context..."
I shudder, because it makes me think of a boring math worksheet with badges or gold stars. Have you seen these? It looks like somebody lifted the "problems" section from the back of Chapter 3 and added colors to it. I guess you could consider this to be more fun than a plain, static worksheet .. but barely.
Mathbreakers is NOT gamification. It truly is a game in its own right. Remove mathematics from the equation, and it's just a game — casting spells, solving puzzles, avoiding or defeating enemies, and exploring a rich and colorful world. It just so happens that all the interactions are governed by strict mathematical rules.
Some people are surprised by my negative reaction to the word "gamification", since it is a buzz word in educational games. Either they don't understand what it means, or they can't conceive of a video game that is educational while still being fun in the traditional sense. Spread the word — gamification does NOT equal video games!
No!!
Gamification was popularized in the last few years by adding badges and points to otherwise dull tasks. According to Wikipedia, "Gamification is the use of game thinking and game mechanics in a non-game context..."
"A non-game context..."
I shudder, because it makes me think of a boring math worksheet with badges or gold stars. Have you seen these? It looks like somebody lifted the "problems" section from the back of Chapter 3 and added colors to it. I guess you could consider this to be more fun than a plain, static worksheet .. but barely.
Mathbreakers is NOT gamification. It truly is a game in its own right. Remove mathematics from the equation, and it's just a game — casting spells, solving puzzles, avoiding or defeating enemies, and exploring a rich and colorful world. It just so happens that all the interactions are governed by strict mathematical rules.
Some people are surprised by my negative reaction to the word "gamification", since it is a buzz word in educational games. Either they don't understand what it means, or they can't conceive of a video game that is educational while still being fun in the traditional sense. Spread the word — gamification does NOT equal video games!
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