This means that they need significantly longer to solve simple math problems compared to their peers who do
Introducing SpeedyMATH: an app concept to overcome dyscalculia and strengthen mental math. By using principles of gamification in an educational context, learning math is transformed into a hand drawn magical adventure. An advertising, social media, and digital product
One beautiful day in the magic Numberland, the wizard SpeedyFlux gets turned into a slow turtle by the evil
As a result, he cannot compete against her in the big arena for the SpeedyMATH tournament. You take his place in the competition, to win the secret
In my BFA thesis, I researched the learning outcomes of gamified learning in an educational context, as my hypothesis was these learning outcomes are marginal. I disproved it by exploring the concept and analyzing real-life examples, such as Duolingo (Ref. 2), Lernerfolg Grundschule, STMath, and others through case studies and concept analyses.
The gamified approach was that the learner had to solve 80 repetitive mental math problems within five minutes in a daily/weekly interval. The order of the problems was always the same. They were not allowed to skip a problem/return to a problem. The outcomes showed positive effects over the course of two semesters and were promising in the demonstration that the method was effective.
Level Selection
Highscores and Rewards
Memorization - The player repeats the same problems in the same order during the initial stage
Constant Repetition - The player has to complete one
Team:
Julian Brueggemann
Creative Direction
Drishti Ameriya
Fashion Illustration
Jesse Skupa
Voiceover
References:
(1) Jacobson, Rae. “How to Spot Dyscalculia.” Child Mind Institute,
(2) Catasus y Brueggemann, Julian. “Duolingo-Stepping Stones of Gamified Language Learning.” Medium,
©2020 by Julian Brueggemann - All Rights Reserved.
Last Updated: December 06, 2020
Stepping Stones of Gamified Language Learning -