Tokuを支える学習と思考の科学

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背景にある学習科学

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]

Tokuでの活かし方

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

研究で分かっていること

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]

お子さまにとってなぜ大切か

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

保護者の方へ

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

あわせて分かること

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

参考文献

  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.