Manic Math is a math-based app that can be downloaded onto your phone or tablet. It has been designed for a year level range from year 3 to year 8. The app mimics the program ‘Kahoot’ in the sense that teachers can pre-plan their own quiz to introduce to the students. Students play by tapping and dragging numbers/operations around on the screen to solve for an answer. The teacher can program a timing and point system so students can gain points for correct answers and speed. Students engage proactively through competition to outdo each other’s score (Philip, 2006).
These programs can be a fun way to introduce new topics, review content or reinforce knowledge. The teacher can also gain knowledge through the app about how the students went during the session without the students knowing they are being reviewed. The information the teacher gathers from each game can be used to alter their lesson according to how the students went (Plump and LaRosa, 2017).
Utilising technology is a great way to engage students in mathematics and has been shown to improve student learning (Zhang et al., 2015). Students can also play solo and develop confidence as they work through levels as if playing a video game.
The app has been developed by a group of university graduates from various backgrounds who are using their university and entrepreneurial skills to build their company. ‘Math Mate’ has now developed Manic Math and Do Math Good.
Carry out the four operations with rational numbers and integers, using efficient mental and written strategies and appropriate digital technologies and make estimates for these computations (VCMNA273)
Extend and apply the distributive law to the expansion of algebraic expressions (VCMNA279)
Factorise algebraic expressions by identifying numerical factors (VCMNA280)
Simplify algebraic expressions involving the four operations (VCMNA281)
Use algorithms and related testing procedures to identify and correct errors (VCMNA282)
Explore a range of digital systems with peripheral devices for different purposes, and transmit different types of data (VCDTDS019)
Science and technology contribute to finding solutions to a range of contemporary issues; these solutions may impact on other areas of society and involve ethical considerations (VCSSU090)
PHILIP, L. J. P. 2006. Harnessing the competitive spriti: using competition to excite and engage. 16,41-42.
PLUMP, C. M. & LAROSA, J. J. M. T. R. 2017. Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. 2,151-158.
VCAA. 2020. Victorian Curriculum and Assessment Authority, [Online]. Available: https://victoriancurriculum.vcaa.vic.edu.au/ [Accessed].
ZHANG, M., TRUSSELL, R. P., GALLEGOS, B. & ASAM, R. R. J. T. 2015. Using math apps for improving student learning: An exploratory study in an inclusive fourth grade classroom. 59, 32-39.
Images are taken from: manicmath.com/