Is it the future of education?
Today’s schooling is no longer for everyone, but instead rigged for the people that it fits. This makes learning fundamentally unfair. At the same time, games have become hugely popular with children of all ages, but yet are underutilized in the teaching process. The education system of today is at a crossroads and, at Akribian, we believe we have started on the path towards the future, by combining game design with the cutting edge of learning psychology to create Game-Embedded Teaching.
Let us explain.
Why should we combine games with education?
In their own right, games are often regarded by adults as a distraction, purely for entertainment, and mostly (in grown-up terms) a waste of time in an educational sense. Traditional education, on the other hand, is not fun at all – simply overloading children with homework, exercise sheets, repetition on repetition, and rote learning simply to complete exams with high marks. As far as entertainment goes, basically a zero. The problem with this is that children rarely get excited by education – especially when it comes to mathematics!
By combining education with entertainment – especially by integrating techniques from the cutting edge of learning psychology, like cognitive behavioural therapy (CBT) into a well-designed game with contributions from leading writers and studios – we create a product that children want to engage with that also informs and educates them – at a much higher level than children not exposed to Game-Embedded Teaching.
Game-Embedded Teaching VS other educational games
The main thing that separates Game-Embedded Teaching from other apps and games is that it incorporates learning moments into a game setting, rather than simply gamifying existing educational worksheets (like the maths homework we had to complete when we ourselves were at school).
Most educational games lack scientifically proven results and research backing. Game-Embedded Teaching on the other hand has had its principles rigorously tested and its outcomes proven and published in leading academic journals. This level of academic rigour has allowed us to do things that other apps do not have the academic credibility to do – for example, adapting the exercises to suit each individual child as they progress through the game. This means that, rather than the one-size-fits-all approach of traditional education, the game knows if a child is excelling or struggling, and adapts accordingly so they will continue to progress their knowledge as they progress through the story each day.
The science behind Game-Embedded Teaching
Teachers have a lot of responsibility, and that is no different for a teaching app. We all want to make sure that children are learning efficiently and effectively. One way that we do this by incorporating scientific principles in our decision-making when it comes to developing the Count on me! App, to ensure that the experience is both educational and captivating. For us at Akribian, the science behind Game-Embedded Teaching and Count on me! is based on the latest research within learning psychology, CBT, and the doctoral research by Akribian co-founder, Martin Hassler Hallstedt. The research is continuously developed and validated to always maintain the highest possible scientifical standard.
Game-Embedded Teaching is the future
Early-age maths competence is the strongest predictor for future academic success, which is why we should all care about turning maths into something that captivates and excites children. We need our next generations to learn crucial maths skills to give them the best possible start in life, so they can continue to develop our society in the future. Unlike most textbooks, distraction games and one-size-fits-all teaching, Game-Embedded Teaching combines fun with science to create a unique and embedded learning experience for every child.
We have the science, and we have the technology – it’s time to use it.