The science of learning and thinking behind Toku - An Exam Bytes Academy Product

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The learning science

Gamification and engagement

Using game-like elements such as points, streaks, progress and challenges to influence whether learners start and return to practice.

Do points and streaks actually make children learn more?

They can improve engagement and learning-related behaviour when they are wrapped around worthwhile practice. Toku uses the game layer to make returning to the maths more appealing.[1]

How Toku uses this

Toku can use points, streaks, achievements and personal bests to make repeated practice easier to return to.

What research shows

1

Meta-analytic evidence suggests gamification can influence educational behaviour and engagement, although effects differ by feature and context.[1]

2

Broader education meta-analysis reports positive average effects but also substantial heterogeneity and mixed findings.[2]

Why this can matter for your child

A child who is more willing to start and repeat useful practice gets more opportunities to retrieve, correct and strengthen the skill.

For parents

The game layer gives your child more reasons to return, while the maths, accuracy and progression remain at the centre of every sprint.

Questions this helps answer

  • does gamification help learning
  • points streaks education
  • maths app motivation children
  • gamified maths evidence

References

  1. Jihyun Kim & colleagues (2021). Effects of gamification on behavioral change in education: a meta-analysis. International Journal of Environmental Research and Public Health.
  2. Ming Li et al. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis. Frontiers in Psychology.