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Mathybot Adventures
Description
Math assessments currently lack a comprehensive evaluation of students' proficiency in crucial domains like numbers and operations, algebraic reasoning, fractions, and geometry. These assessments often struggle to engage students effectively, leading to reduced interest and sub-optimal performance. Moreover, the standardized nature of assessments limits the provision of personalized feedback and targeted interventions to address individual learning gaps.
Mathybot Adventures is a gamified assessment module designed to enhance grade 3 math assessments with a focused evaluation of students' abilities in numbers and operations, algebraic reasoning, fractions, and geometry. Through interactive challenges tailored to each domain, MathyBot Adventures promotes active student engagement and motivation, allowing for an assessment module in the form of a game. The module utilizes assessment algorithms to create a new assessment with each playthrough. By blending gamification and targeted evaluation, the MathyBot template can be adapted to learning across a wide range of subjects beyond math.
Target Audience
Math students of varying ages depending on level of questions used. This current version uses grade 3 math standards.
Tools Used
Articulate Storyline, Adobe Illustrator, Adobe Photoshop, Generative AI (for creating robot images).
Roles
Instructional Design, Graphic Design, Copywriting, eLearning Development.
Analysis:
In the analysis phase, the challenge is to enhance math assessments for grade 3 students by addressing the lack of comprehensive evaluation in crucial domains and improving student engagement. The standardized nature of current assessments limits personalized feedback and targeted interventions. The target audience is grade 3 students and educators.
Design:
The design phase involves crafting a gamified instructional module. This module focuses on evaluating students' proficiency in key math domains: numbers and operations, algebraic reasoning, fractions, and geometry. Interactive challenges tailored to each domain create active engagement and motivation among students. The module takes the form of a game, ensuring a unique assessment experience with each playthrough.
Development:
In the development phase, the module is created with interactive challenges. The gamification elements are carefully designed to maintain student interest and foster a positive learning experience. The module incorporates feedback mechanisms to provide personalized insights into students' strengths and weaknesses.
Implementation:
Implementation involves introducing the module into grade 3 math curriculum. Educators incorporate the gamified assessment into their teaching methods, encouraging students to actively participate and engage with the material. Continuous monitoring and data collection track students' progress and identify areas for improvement.
Evaluation:
In the evaluation phase, the impact of "MathyBot Adventures" is assessed. Student performance and engagement are measured to determine the effectiveness of the gamified approach. Feedback from educators and students guides refinements to enhance the module's usability and learning outcomes.






