motion math

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How to Judge if Research is Trustworthy

B. Gilliard

[UPDATE Feb. 3, 2012: Please see additional clarification from both of the researchers of the studies cited in this article below.]

Scientists are notorious for questioning the veracity of publicized research — and with good reason. They want to know: Who conducted the research? Where was it published? What were the survey questions?

It’s that much more important when it comes to evaluating research in education that will affect the investment decisions of teachers, parents, and administrators.

Case in point: does the iPad boost student learning? Is it a solid educational tool, as the headline from a recent article in Wired magazine says, maintaining that the devices are improving student engagement and assessment.

The article draws on two recent studies conducted on iPad apps: one on Houghton Mifflin Harcourt’s Fuse Algebra I app (see MindShift’s coverage here) and one on Motion Math’s fraction app (see MindShift’s coverage here). Both of these studies tout positive results for the apps in question: In the case of the former, state standardized test scores jumped by 20%; in the case of the latter, students’ scores improved an average of 15%.

Both studies were commissioned by the companies in question; Motion Math hired an independent researcher and Houghton used both the research firm Empirical Education and its own staff to Continue reading

Proof in Study: Math App Improves Test Scores (And Engagement)

Motion Math

The first iPad was released in April 2010, and since then, its potential as a learning device has been explored by educators, app developers, and the exploding ed-tech industry. These days, it’s not uncommon to read about school districts handing out iPads as textbook replacements.

Skeptics, though, don’t believe the hype. From a New York Times article in January: “There is very little evidence that kids learn more, faster or better by using these machines,” said Larry Cuban, a professor emeritus of education at Stanford University, who believes that the money would be better spent to recruit, train and retain teachers. “IPads are marvelous tools to engage kids, but then the novelty wears off and you get into hard-core issues of teaching and learning.”

Last year, Houghton Mifflin Harcourt released an iPad app for eighth-grade algebra, and conducted Continue reading

Don’t Forget the Fun Factor in Educational Games

Motion Math

Too often, educational games are neither fun nor educational, and there are plenty of educational games that fail on both those counts. Without an exhaustive study of games and game designers, it’s hard to pinpoint why. Do those making educational games have little experience in game design? Or do those making educational games have little experience in instructional technology? Or has the bar just been set incredibly low?

Perhaps it’s that educational game designers have been targeting school districts or teachers as their audience, and as long as they’re more exciting than classroom worksheets, kids really haven’t complained.

Those who grew up playing video games are now becoming the game designers and developers.

But the audience is changing for educational games, in part because of the explosion of mobile and Web technologies. Parents are buying more educational games, and kids now have a larger say in what they want. And as a result, games are becoming more engaging, more whimsical — more fun.

What’s more, those who grew up playing video games are now becoming the game designers and developers — and their bar for fun factor is high.

Take, for example, the creators of Motion Math, available on the iPhone and iPad. The founders, Jacob Klein and Gabriel Adauto, graduate students in the Learning, Design, and Technology program at Stanford, are both 32 years old. They’re bringing their background in education and cognitive science to the design of the game.

Certainly having a deeper understanding of cognition helps. But Klein and Adauto are also gamers — “hardcore,” says Klein. And it’s clear they’ve built games based on “things we’d like.” It’s scaled down, so that the game is playable by elementary school-age children. But it’s not dumbed down — in content or in gameplay.

Klein says the inspiration in part came from the iconic Mario Brothers: simple yet fun. I’d add that it’s a game for any age — a third grader struggling with fractions could enjoy the game, as much as a seventh grader, or an adult. Klein also points to the design and the flow of sports-related video games. These “flow experiences,” says Klein, mean that the entire game keeps you continually engaged. And in the case of Motion Math, that engagement is with on-task learning.

At the moment, the games mostly focus on fractions, a notoriously difficult concept for children to grasp. Fractions are often taught with the pie metaphor — how many slices are half, for example. But that graphical representation actually does little to help students understand how fractions work and how they’re related to percentages and to the number line.

The game aims to helps students develop this number sense and estimate fractions — and estimate quickly. It’s a game, after all! This is how it works: Players control a bouncing star, and the goal is to make that star land on the right part of the number line, matching a particular fraction. To do this, the app uses the gyroscope that’s built into the Apple mobile devices, so you have to tilt your device.

Motion Math has won rave reviews from those who are watching the industry closely. The Children’s Technology Review, for instance, gave the app 4.5 stars for being able to “bridge the concrete and the abstract.” The creators plan to expand to other platforms, including Android soon. Klein says they’ll also add new subject areas beyond fractions and even beyond math.