Learn Algebra in Minutes with a Video Game
Jordan Shapiro writes that;
“On average, it took 41 minutes and 44 seconds for students to master Algebra skills during the Washington State Algebra Challenge using the DragonBox App.
The Challenge, co-sponsored by Washington University’s Center for Game Science and the Technology Alliance included 4,192 K-12 students. Together, they solved 390,935 equations over the course of 5 days in early June. According to the Challenge’s calculations, that’s 6 months, 28 days, and 2 hours worth of algebra work.
What’s even more impressive, “of those students who played at least 1.5 hours, 92.9% achieved mastery. Of those students who played at least 1 hour, 83.8% achieved mastery. Of those students who played at least 45 minutes, 73.4% achieved mastery.”
Jean-Baptiste Huynh, creator of DragonBox
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Investing in Game Based Learning
Jordan Shapiro, of Forbes Magazine, writes that;
“At the end of January, the Joan Ganz Cooney Center at the Sesame Workshop published a report that aims to understand “the market dynamics for digital learning games in K-12 schools” and identify “areas of innovation that are ready for new investment.”
The “Games for a Digital Age: K-12 Market Map and Investment Analysis” report, written by John Richards, Leslie Stebbins, and Kurt Moellering, provides “information and recommendations for investors, game developers, and publishers hoping to succeed in the K-12 institutional space.”
Despite the many systemic obstacles to moving new products into the K-12 marketplace–”a few multi-billion dollar players, a long buying cycle, selling costs, a byzantine decision-making process, demand for curriculum and standards alignment, requirements for proof of effectiveness, and a need for professional development”–the game-based learning space, which is still in the formative stages of technological evolution, is clearly a sector fertile for investing.”
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