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Amath Makes Users Fall in Love with Math

By Yuefei Su, CEO of Amath

Gamification practice allows users to practice the principles of falling in love with mathematics. First of all, the practice is a game. Users will only participate in the game when they are interested. The goal of passing through the game is also the learning goal.

In the process of players working hard to complete their goals, they get positive feedback. Amath strengthens the user’s sense of accomplishment, participation, and self-confidence, so that users like to do exercises and love to learn math.

While playing the game, players constantly strengthen their goals, upgrade their own skills, constantly learn new knowledge, complete new challenges, and gradually fall in love with doing exercises, so as to get high scores during the exam and enter the next positive cycle. Users continue to complete the game and achieve their educational goals, get high scores in the exam and get a grade A.

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Be the King of Gamified Practice Apps

By Yuefei Su, CEO of Amath

In traditional practice-type learning apps, an important problem is that the practice completion rate is not high. In other words, students are not willing to take the initiative to do exercises, but gamification can solve this problem.

Amath develops and designs a practice app based on game mechanics and test points library. This app not only has the function of practice, but also uses game mechanics to stimulate interest in practice. Allow users to generate flow during the exercise. Makes players love to study like a schoolmaster, and get good results in exams.

This is a brand-new practice mode, and it is also the application of gamification in the education field. Practice is the best way for students to score high in the exam. Just develop a question bank for each subject test site. Combined with the use of game mechanics, the endogenous driving force of this field game greatly improves the practice completion rate. Amath will become the global gamification practice king, creating a new situation for practice apps.

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Do exercises like games, Amath is your best helper

By Yuefei Su, CEO of Amath

Amath is a game-based practice product. The fundamental starting point is to let students do exercises like games.

There are various training and exercises in education, such as homework, classroom exercises, special training, mock exams, etc, which are all boring and troublesome.

In response to this problem, Amath uses the concept and mechanism of gamification to design the exercises into one-by-one game-breaking questions. This not only simplifies the exercises, but also allows students to pass the test step by step. At the same time, 20 game mechanisms and 100 psychological guidance greatly stimulate students’ learning potential and fully mobilize the power of interest for practicing through levels.It enables students to form an interest in practice under the action of gamification, so as to complete the practice process very quickly, which greatly increases their interest in learning.

This is the basic educational logic of Amath products, and it is also the fundamental guarantee for students to add points to the exam. We can imagine that doing exercises is like playing games. Who won’t like it and who won’t be addicted?