Hi, Thanks for the question.
Hi, Thanks for the question. We realised that getting kids excited about the game is the first step to getting them to play it. Especially when they have blockbuster options like Subway Surfer, Plants vs. Zombies, Temple run or even 100s of well-crafted indie games, it's hard to get them to play math games if they are not fun. A lot of math games are also just flash cards or questions retrofitted into normal games. Our main aim was to bridge this gap - we wanted to build something that is just as engaging, just as fun as a real game - but also something that helps kids practice arithmetic and actually enjoy it. The game also (non-intrusively) tracks kids' progress so parents and teachers can know exactly what skills they are struggling with. Monster Math also includes Scaffolding - it guides kids to the right answers when they struggle, or tells them what they got wrong. We've seen kids getting a lot faster at mentally calculating basic arithmetic problems with just a week of game play. We have not done a formal benchmarking on this yet (so I can't prove it in numbers yet), but we plan to do one soon. And yes, this is just the beginning - we want to add lots of learning content too; something that will help us take corrective action from right within the game with explanatory animations. We've already started chalking out some of those features, and there's just so much work to be done!
Posted by shenoyroopesh on Oct 16, 2014, 4:12 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.9,000 issues0 comments
ux (EdTech)
C++ is the "just here to deliver" language.
He is not weirdly political, he has just more normal views, I know that is something hard to grasp for some tech bro.
Of course you don't have a right to murder anyone.
Unify Control and Container nodes, allow children to pick the behavior
I was talking about this the other day with someone - broadly I agree with this, they're absolutely fantastic for getting a prototype so ...
In theory you could express most things as a flowchart but the complexity of doing that quickly escalates.
It's not really hard to onboard new engineers with Scala, Clojure or even Ruby backgrounds.
Very understanding (or even no) partners is probably a large percentage of it!
Hi, Thanks for the question.
Hi, Thanks for the question. We realised that getting kids excited about the game is the first step to getting them to play it. Especially when they have blockbuster options like Subway Surfer, Plants vs. Zombies, Temple run or even 100s of well-crafted indie games, it's hard to get them to play math games if they are not fun. A lot of math games are also just flash cards or questions retrofitted into normal games. Our main aim was to bridge this gap - we wanted to build something that is just as engaging, just as fun as a real game - but also something that helps kids practice arithmetic and actually enjoy it. The game also (non-intrusively) tracks kids' progress so parents and teachers can know exactly what skills they are struggling with. Monster Math also includes Scaffolding - it guides kids to the right answers when they struggle, or tells them what they got wrong. We've seen kids getting a lot faster at mentally calculating basic arithmetic problems with just a week of game play. We have not done a formal benchmarking on this yet (so I can't prove it in numbers yet), but we plan to do one soon. And yes, this is just the beginning - we want to add lots of learning content too; something that will help us take corrective action from right within the game with explanatory animations. We've already started chalking out some of those features, and there's just so much work to be done!
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