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Turning Practice into Games, How Does Amath Do It?

By Yuefei Su, CEO of Amath

Many educators are eager to make learning as fun as games, which is the gamified learning we often hear.

On the one hand, gamification in the teaching process makes the teaching lively, interesting and attractive; on the other hand, the practice is gamified so that students do homework, tests and other exercises to become interesting and fun. In traditional product design, there are many incompatibilities between games and learning. The result is that learning is learning and games are games. It is difficult for the two to be compatible. Amath starts with practice, devotes itself to practicing boring problems, and integrates the practice with the intellectual breakthrough in the game, making the exercises like an intellectual knowledge game.At the same time, various gamified incentives, lottery, sign-in, big challenge, sound effects, story, dress-up and other game mechanisms are blessed, which makes the game-play of practice more strengthened.

This is Amath’s code of attraction, turning practice into the internal logic of the game. The endogenous motivation that makes learning addictive.

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How Does It Feel to Practice in The Game?

By Yuefei Su, CEO of Amath

This may be the dream of every student: You can complete exercises and complete your own learning plan while playing games.

Parents always think that learning is learning, and games are games. Parents always don’t allow their children to have too much contact with electronic products. In essence, learning and games have a lot in common. For example, the breakthrough in the game is like a test in the study; the strategy in the game is like a study guide in the study; the score in the game is like the test score in the study.

This builds the theoretical basis for in-game practice and learning in the game. Practicing in games will make the exercises as fun as games, and students will easily produce flow during the exercises, which not only makes the exercises addictive, but also gets high scores in the exams after the exercises.

Therefore, amath will give students a completely different learning experience and make learning better.

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Amath’s reward mechanism

By Yuefei Su, CEO of Amath

Many education apps have a low completion rate. One of the main reasons is that the apps are not motivated enough, which makes it impossible for players to complete tasks spontaneously without external pressure.

According to the psychological characteristics of users of different age levels, amath carefully designs corresponding incentive methods, and innovates in forms such as pictures and special effects to stimulate players’ enthusiasm and increase attractiveness.

Amath puts a variety of incentives in the education app, so that the product has an endogenous incentive function. Players are unknowingly motivated, forming positive psychological feedback, and ultimately improving the completion rate of the product. Users also fell in love with the exercises.