Cape Argus

Games can help improve matric maths results

- STAFF REPORTER

SOUTH Africa’s matric maths pass rate declined once again, plunging the field deeper into crisis.

Fixing it requires a holistic approach, including the overhaul of how schools teach the subject.

This is where gamificati­on could make a substantia­l difference, experts say, now and in the long run.

Making maths more palatable and relevant improves learners’ grades, boosts their study options, and increases their chances of finding meaningful work as young adults.

It has been a problem for years: South Africa’s maths education.

In 2019, six in 10 (63%) of Grade 4 and 8 learners didn’t have the mathematic­al knowledge and skills they should have at their age.

In the meantime, matric mathematic­s pass rates have deteriorat­ed for years.

Last year is no exception: According to the Department of Basic Education’s latest national senior certificat­e examinatio­n report, which was published on Monday, only 125.526 of 233.315 candidates (53.8%) who wrote maths last year, passed.

That is down from 54.6% in 2019. The consequenc­es of this are far-reaching, as it feeds into South Africa’s Science, Technology, Engineerin­g and Maths (STEM) skills shortage, which has been amplified in the latest National List of Occupation­s in High Demand (OIHD).

Presented in November last year, the document features 345 scarce occupation­s, of which the bulk – from engineers and biotechnol­ogists to architects and investment profession­als – requires concrete maths and STEM skills sets.

Experts say the starting point of solving this two-headed crisis is to make STEM subjects such as maths more exciting and desirable, for instance, by tapping into the Fourth Digital Revolution in general and gamificati­on in particular.

“This type of technology uses gaming elements in non-game contexts, in this case, education, to fuel children’s natural drive to compete, perform, learn, and socialise whilst maximising their overall learning performanc­e,” says Philip von Ziegler, global head of English markets at Smartick.

Founded in 2009, the company has produced an Artificial Intelligen­ce (AI)-powered online maths programme that gives children aged 4 to 13 a means to gain access to a virtual world in exchange for 15-minutes of focused, hardcore maths.

“Your performanc­e during these sessions determines your reward in stars and gems, which you can spend in the virtual world to upgrade your Avatar, your Avatar’s house, buy pets, and acquire new clothes.

“The better you do during your sessions, the more rewards you get, and the more virtual spending power you have. This incentivis­es kids to do their best,” Von Ziegler says.

He says Smartick’s virtual world is as education-centred as the maths sessions themselves, but in a fun way.

“Besides your Avatar’s house, this world comprises a virtual classroom which we have filled with interactiv­e tutorials learners can use to take on more sessions and deepen their knowledge. The virtual boxing gym enables participan­ts to compete against one another in real-time maths sparring sessions,” he says, noting all questions are tailored to each student’s ability.

The brain game section is Smartick’s most important segment, featuring a wide range of brain games that intend to develop learners’ memory, logic, reasoning, critical thinking, focus, physical flexibilit­y, and health.

 ?? | Henk Kruger/ ?? GOODWOOD College principal Virginia Africa, centre, watched as her pupils demonstrat­ed how a robotic object worked. African News Agency (ANA)
| Henk Kruger/ GOODWOOD College principal Virginia Africa, centre, watched as her pupils demonstrat­ed how a robotic object worked. African News Agency (ANA)

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