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Regarding the Current Performance of Children in


Mathematics, and the Impact of Gaming on its
Improvement
Math Dash
Engineering and Science University Magnet School

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This research paper concerns itself with the scientific and statistical aspects of the
creation of Math Dash, an app which (although it has been conceived of) has yet to be developed

and released for consumers. The purpose of the app is to act as an educational and fun game for
children to improve their skills in Mathematics.
It is our belief that whenever a course of action that will enhance a childs education can
be taken, it is absolutely necessary that it be taken.
Firstly, it shall be demonstrated that the mathematical skills of the average student,
particularly in the United States, are severely lacking in several ways. For example, consider that
the Organisation for Economic Co-operation and Development ranked the United States in the
thirty-sixth place with regard to mathematical performance. ("Pisa Tests: Top 40 for Maths and
Reading, bbc.com) Also, forty-six percent of members of the American Association for the
Advancement of Science say that the educational system of the United States, particularly in the
S.T.E.M. fields (Science, Technology, Engineering, and Mathematics) is below average
compared to other nations worldwide. In 2011, the National Assessment of Educational Progress
found that thirty-five percent of students in the United States had mathematical skills which were
below basic. (Drew DeSilver, pewresearch.org)

Pew Research Center 2015

There is hope, however. Experts are optimistic about how useful gaming can be in getting
children to learn. (Mackay, R.F., news.stanford.edu) For example, children can read at a much
higher level than usual when they are gaming. It would seem that when children are enjoying
themselves, they focus more and put more effort into a task. Thus, one of the primary concerns in
education should be looking for ways to make it fun.
Another issue concerning the younger generation in the United States is its reliance on
technology, specifically smartphones and tablets. It has been shown that twenty percent of those
in the third grade own a cellular device. (Kerr, Dara, cnet.com) It is also known that thirteen
percent of the general population is addicted to cellular technology, and the mean time per day
that owners of mobile phones use them is 3.6 hours. (Baral, Susmita, idigitaltimes.com) Given
how focused children are on SmartPhones, imagine what changes would happen if we could use
this technology for something positive.

Editorial Projects in Education 2013

All of this points to the educational value of an app which would teach children
mathematical skills. This is found in Math Dash, and once it is released, this app will integrate
enjoyability, accessibility, a suitable level of challenge, and the choice for children to practice
their skills in a manner decided of their own accord.

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Works Cited

"Pisa Tests: Top 40 for Maths and Reading." BBC News. British Broadcasting Service, 14 Oct.
2015. Web. 05 Mar. 2016.
"U.S. Students Improving Slowly in Math and Science, but Still Lagging Internationally."
Pew Research Center. Pew Research Center, 02 Feb. 2015. Web. 05 Mar. 2016.
Kerr, Dara. "One-fifth of Third-graders Own Cell Phones." CNET. CBS Interactive Inc., 9 Apr.
2012. Web. 05 Mar. 2016.
Baral, Susmita. "Smartphone Addiction Statistics Reveal That 1 In 8 Are Addicted To Their
Phones." IDigitalTimes.com. IBT Media Inc., 04 Mar. 2015. Web. 05 Mar. 2016.
Mackay, R. F. "Playing to Learn: Panelists at Stanford Discussion Say Using Games as an
Educational Tool Provides Opportunities for Deeper Learning." Stanford University. Stanford
University, 1 Mar. 2013. Web. 05 Mar. 2016.
DeSilver, Drew. Internationally, U.S. Stands in Middle of Pack on Science, Math Scores. Digital
image. Pew Research Center. Pew Research Center, 2 Feb. 2015. Web. 6 Mar. 2016.
Cavanaugh, Sean. Figure 1. Family Technology Ownership and Child Use, Pre-K-12. Digital
image. Education Week. Grunwald Associates LLC, Editorial Projects in Education, 2 May 2013.
Web. 6 Mar. 2016.

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