Introduction & Concept

Instill Student's Interest in

Maths using gamification

Introduction

In today's digital age, technology is changing the way children learn. The traditional method of learning math often struggles to grasp kid's attention and concentration. But what if learning math felt more like a game? What if numbers could be seen, touched, and interacted with the real world?

That’s exactly what augmented reality (AR) in education aims to achieve. This blog will document my journey in developing an AR-based math game for children aged 6-10, exploring how technology can make learning both fun and effective.



Project Overview

This project will focus on using AR to create an interactive math learning experience. Instead of solving equations on paper, children will be able to manipulate numbers in a virtual space, helping them visualize math concepts more easily. Through engaging challenges, hands-on activities, and playful interaction, this game will encourage a more intuitive understanding of math. 



The Challenge of Traditional Math Education

Many students face challenges when it comes to mathematics —whether it's struggling with abstract ideas or becoming frustrated with complex problems. The traditional method of math education, which many of us are familiar with, often includes direct instructions, repetition and practice, and standardized testing. With repetition, students may feel disengaged, and those who don't learn well through traditional methods may struggle even more. As technology evolves, the need for interactive, engaging approaches to learning math has never been clearer.



The Power of AR in Education

How does incorporating physical interaction through AR influence children's engagement and learning in math?

In today's fast-paced world, where attention spans are shorter than ever, students crave learning experiences that are engaging. Did you know that 72% of children aged 8 and under are alrealy using mobile devices for social media and entertainment? With such high levels of exposure to technology, many parents are looking for ways to use these devices to support their children's growth. Learning in AR is incredibly effective. Studies by the National Training Laboratory found that this method of learning achieves a retention rate of 75%, compared to just 10% for reading-based learning and 5% for lecture-style methods. It make sense when you think about it. Rather than passively learning, they actively interact with the content, strengthening their problem-solving skills and improving their ability to tackle complex challenges with confidence.



Project Use Case

Target audience: Students
Age: 6 - 10

Scenario: A child who finds it difficult to focus on paper-based math problems use the game to learn and practice by moving their device and exploring their surroundings, with answer choices appearing in augmented reality (AR) around them, allowing them to interact with and select the correct answer.


Objectives

Creating an enjoyable knowledge-based gamification for kids who may otherwise find it boring or intimidating, reducing math anxiety, and fostering a positive attitude toward learning.


Targeted Deliverables

A functional AR-based Android mobile app prototype.

Timeline




Reference



Comments

Popular posts from this blog

Creating UI Elements

The User

Core Mechanics: Building the Math Problem Generator