Market Analysis

Gamification in Mathematics

Source: Knowledgehook

Gamification is the inclusion of game design elements in a non-game environment to improve user experience and interest (Karamert & Vardar, 2021). Knowledgehook contains gamification elements that apply the use of game-based mechanics such as the rewards system in the form of stars, points and badges to encourage problem solving in mathematics. This data is ultimately provided to the teacher to provide feedback on the students understanding of math concepts and gathered assessment to drive individualized instruction. The benefits of gamification include increased engagement, improved motivation, immediate feedback, and reinforcement of learning (Al-Azawi, Al-Faliti, & Al-Blushi, 2016, cited in Watson-Huggins & Troman, 2019). The game-based activities are designed to align directly to the curriculum expectations and the rewards serve as an extrinsic motivator to remain on task in order to assess student progress. With each expectation, there are three sets of questions that could earn three stars. The game-play rules involve receiving the three stars to continue to the next level. If students have an error, they have the opportunity to attempt the problem again which allows for positive reinforcement in learning. In a study examining adaptive gamification in math learning, Jagušt, et al.(2018) found student performance increased as a contribution of gamified activities. The interactive nature of gamification improves the learning experience for both student and teacher.

Instructional Guidance Systems

Instructional Guidance Systems (IGS) have the ability to influence teacher’s beliefs and practices by providing a framework and vocabulary that informs and improves instruction (Hopkins & Spillane, 2015). Knowledgehook provides a unique IGS platform that links the evidence of student thinking to teachers practice by providing job embedded professional learning using front edge knowledge of technology. Since Knowledgehook's inception in 2014, it has transformed from a student engagement platform to a more comprehensive resource for teacher development in mathematics and supports the organization of districts around best practices. As such, there are components of the IGS including consistency and specificity towards math content and learning standards that enable instructional improvement (Hopkins & Spillane, 2015)

Source: Knowledgehook

Marketplace Trends

There has been a rise in Individual Education Plans in Ontario schools with diverse learning profiles in the classroom (Guenot & Jabor, 2022). As such, there is a greater demand on teachers to deliver individualized and differentiated instruction. Many teachers are not trained to teach mathematical thinking which involves problem solving, communicating, reasoning, drawing, modelling and using multiple representations (Boaler & Lamar, 2019). Educators can leverage the use of technology to determine and accommodate learners strengths and needs by using gamification tools.

In 2020, the global education gamification market reached USD 742.01 million and is projected to reach USD 6550.3 million by 2028. The rise of learning technologies including virtual reality and augmented reality can be a contributing factor to the extensive growth of the global education gamification market.

Furthermore, developing nations are adopting a more digitized approach to education, having radically transformed following the COVID-19 pandemic. The largest share of the end user for gamification is in the K-12 segment, with North America dominating about 45% of the growth. Some of the top players in gamification in education market provide software or services which include Bunchball, Cognizant, Kahoot!, Google, CK-12, D2L Corporation, Classcraft Studios, BLUErabbit and NIIT Ltd. (MarketsandMarkets, 2019).