Plato Quote

Why Games Work

Of the 53 million K–12 students in the U.S., 51 million of them (or 93%) play video games. Arcademic Skill Builders tap into the excitement of video games to engage today’s students and help develop their 21st Century Skills. Our games help improve student performance through:

  • Increased time on task
  • Increased student motivation and engagement
  • Increased corrective feedback

The Arcademic games challenge students to respond quickly over a series of short, timed trials. The aim is to increase rate of correct responses and decrease error rate until responses become automatic.

Our approach is based on these principle points:
- Students respond to challenge and errors can be viewed as opportunities to improve rather than as indication of failure. An unlimited ceiling on performance will help the student reach his/her maximum level of proficient performance.
- Repetitious drill can be fun, as fun as methods typically associated with the higher order aspects of learning. Games increase the time-on-task for drills and increase engagement through competition.
- Immediate corrective feedback facilitates improvement in performance. Students can quickly see mistakes and how to correct them.

The games are based on research on learning dealing with ‘automaticity’ and ‘fluency.’ Automaticity is fast and accurate object identification at the single object level. Fluency involves a deeper understanding, and anticipation of what will come next. The Arcademic games provide fun and focused repetition practice that enables fluency to be achieved more quickly through structured, rapid, and disciplined responding.

Fluency impacts three types of critical learning outcomes:
- Retention: the ability to perform a skill or recall knowledge long after formal learning programs have ended
- Endurance: the ability to maintain performance levels
- Application: the ability to apply what is learned to perform more complex skills in new situations.

The rationale behind Arcademic Skill Builders emerged as a challenge to make certain aspects of classroom instruction as effective in creating persistence and involvement as observed in video game players. The result is a program that incorporates the features of video games with educational content to obtain a high rate of learning through rapid and focused repetition, motivational, excitement and involvement.

  • When I've done flash cards, they aren't in to it. This is more fun and colorful for them. I can tell they are wanting to learn their facts faster as a challenge.
  • Aligning the joy of gaming with practicing math transforms the experience and invites students to learn in an environment they are comfortable with.
  • Many of the students play video games all the time at home. This was a way to let them enjoy their playing time but to practice a skill at the same time.
  • The math games have improved the student's grades in timed tests and have boosted the student's confidence in their math abilities.
© 2014 Arcademics™