The Impact of Math Video Games on Learning and Education
Incorporating gaming characteristics into non-game contexts has shown to increase student engagement in learning. The use of math video games in education has grown significantly, with pioneers like Lemonade Stand, Math Blaster!, Number Munchers, and Prodigy Math Game leading the industry. Prodigy Education, founded by Alex Peters and Rohan Mahimker, has over 100 million users and is making strides in educational gaming. A SWOT analysis highlights weaknesses and threats for Prodigy Education, along with recommendations to further enhance its impact in education.
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Presentation Transcript
GAMING TO LEARN BY ALEX CONTE
THE SCIENCE BEHIND MATH VIDEO GAMES Research has shown incorporating gaming characteristics and experiences into non- game contexts can increase student engagement in learning situations Between 2010 and 2015, the number of teachers using computer games in the classroom more than doubled. Also, global game-based learning revenues were projected to be more than $7 billion in 2021
PIONEERS WITHIN THE MATH VIDEO GAMING INDUSTRY Lemonade Stand (1973) Created by Minnesota Educational Computing Consortium Math Blaster! (1983) Created by Davidson and Associates Number Munchers(1986) Created by Minnesota Educational Computing Consortium Prodigy Math Game (2011) Created by Prodigy Education
PRODIGY EDUCATION The company was founded by Alex Peters and Rohan Mahimker as a graduate school project Prodigy Education has over 100 million users. includes over 500, 000 teachers Recently raised over 150 million dollars in private investment
HIGHLIGHTS OF MY SWOT ANALYSIS Weaknesses: Prodigy Education s revenue streams are possibly exploitative in nature Prodigy Education can improve how they support students struggling with English Threats: Parents could decide they do not want Prodigy Education in the classroom
RECOMMENDATIONS Play a role in connecting rural America to high speed internet Make a console game