Blackboard Madness: Math
[asa_item id="829788603"] Blackboard Madness reinforces users’ mathematical skills using a game format. In the game, users are first presented with mathematical equations that require them to add, subtract, multiply, divide, and/or identify numbers that are greater than or less than to solve the equation. Next, a series of a possible solutions that include numbers and functions float onto the screen, and users have to swipe the number(s) and/or function that correctly solve the equation. If users swipe the correct number(s) or function, they are awarded with points. However, if they swipe an incorrect number and/or function, they lose points. Additionally,…
A. Instruction - 6
B. Design - 7.1
C. Engagement - 6.6
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6.6
Blackboard Madness: A Best Math Games App
Summary : How fast can you solve a math problem?
[asa_item id=”829788603″]
Blackboard Madness reinforces users’ mathematical skills using a game format. In the game, users are first presented with mathematical equations that require them to add, subtract, multiply, divide, and/or identify numbers that are greater than or less than to solve the equation. Next, a series of a possible solutions that include numbers and functions float onto the screen, and users have to swipe the number(s) and/or function that correctly solve the equation. If users swipe the correct number(s) or function, they are awarded with points. However, if they swipe an incorrect number and/or function, they lose points. Additionally, Blackboard Madness includes “Brain Crunches” that show users three equations. To solve the third equation, users have to find “a” in the first equation. “A” in the first equation is then used to find “b” in the second equation. “B” in the second equation is used to find “c” in the third equation, and users must swipe the numerical value of “c” to solve the Brain Crunch. As users progress through the various mathematical problems, the problems increase in rigor, and users are allowed to swipe three incorrect answers before a game ends. After each game, Blackboard Madness presents users with their score, the best score, and a “Did You Know” fact related to math. Plus, Blackboard Madness tracks users’ performance statistics and achievements earned.
Instructional Ideas
- After teaching students a math skill that is included in this app, teachers can have students engage this app as part of a review.
- After using this app, teachers can have students write critiques about the game. In their critique, students can explain what they liked and did not like about using this app.
- After playing a game, students can record the “Did You Know” fact presented to them about math. After recording 5–10 facts, teachers can have students conduct Internet research to find sources that verify the facts. Once students find their sources, teachers can instruct them about how to correctly document the source using MLA or APA citation guidelines.
- After playing a game, students can record the “Did You Know” fact presented to them about math. After recording 5–10 facts, teachers can have students rank the facts from most to least interesting. Next, teachers can have students compose a short rationale that explains their rankings.
- When using this app over the course of a specific period of time (e.g., day, week, month, or semester), teachers can track their students’ progress as they use this app. To do so, teachers can tap the “graph” button under the settings menu on an individual student’s iPad, and this app will display a report of the student’s accuracy when answering different types of math problems. It will also report the total amount of time spent playing, games played, rounds played, average score, and specific achievements. Teachers will need to create benchmarks for achievement to hold students accountable (e.g., 100–90% accuracy for addition problems is an A, 89–80% accuracy for addition problems is a B, and so on).
A1. Rigor
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A2. 21st Century Skills
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A3. Conn. to Future Learning
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A4. Value of Errors
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A5. Feedback to Teacher
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A6. Level of Material
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A7. Cooperative Learning
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A8. Accom. of Individual Diff.
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B1. Ability to Save Progress
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B2. Platform Integration
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B3. Screen Design
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B4. Ease of Use
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B5. Navigation
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B6. Goal Orientation
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B7. Information Presentation
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B8. Media Integration
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B9. Cultural Sensitivity
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C1. Learner Control
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C2. Interactivity
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C3. Pace
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C4. Flexibility
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C5. Interest
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C6. Aesthetics
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C7. Utility
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Screenshots