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Mathematics and Life 108 Background for gaming in maths

 Background for gaming in maths


Background Recently we saw how Artificial Intelligence relates to mathematics.


Amidst all uncertainties, whether there would be board exams or not, and such conditions of pandemic, I want to answer the three questions below in order to help understand the need for the proposed project Gamification of mathematics 


The questions are:


1. What is the rationale behind the proposed software ?

2. Who would be the target audience ?

3.  What is the value addition to the people I want to do it for?


The rationale 


I want to build an educational software for Beyond Abacus which would be a game based diagnosis for identifying strengths, gaps and weak areas of students’ mathematics. After that, through an Interactive Tutoring System, we would provide curated learning material specific to their learning needs. 


There would be three types of questions in each subtopic/chapter of maths


1. Beginner level

2. Intermediate level

3. Advanced level


In the game primarily, intermediary level question game based would be thrown to the student screen. 


If the student correctly answers the question then advance level would be asked otherwise beginner level question would be on the screen. There would be supplementary audio and video clips different sounds complementing to the game playing, whether answer is correct or not, etc


It's been a long time I am into education research and artificial intelligence to get the grip of things and to utilise my full potential. No doubt this is a daunting field where very few games and products are available similar to what we are offering or developing most importantly the concept of Beyond Abacus can be represented as an artificial intelligence based software learning platform and I've also been involved in various stages of concept development of Beyond Abacus. With Dr. Moghe's guidance this project would reach new heights as it is an innovative approach to help students learn and most importantly enjoy the magic of maths learning and confidence building.


2) Who is the target audience ? 


This project is for school students from 3rd class to 10th, for making them learn maths.  The aim is to make maths fun learning and student oriented. Basically this software would give students ample time to play with maths learn and develop confidence in maths.


3) What is the value addition for the people I want to develop it for ?


This project has many value additions like,  as compared to teacher made paper pencil tests and teacher interpreting them personally, we would introduce game based diagnosis.  The traditional tests mostly measure only the calculating abilities of the student but in our case calculations would be just nearly 10% of the overall testing.. 


These and many yet to be introduced features will be a unique amalgamation of Artificial Intelligence and traditional maths teaching. 


Snehal Prabhune 

snehalmoghe1411@gmail.com

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