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NEW Game-Embedded Teaching maths app is proving that short bursts of learning is optimal for academic progress in maths

Swedish maths app Count on Me! based on science + technology is now available in the UK   
 

Akribian, a Swedish education technology start-up, is spearheading the way in which children learn maths through short adventure game-based learning which helps children retain information and encourages long term academic success. Its first product Count on me! is a maths app for children aged 6-9 years based on a new concept of Game-Embedded Teaching (GET) which involves a unique combination of science and game design to encourage children to discover the magic of mathematics and accelerate their learning. 

The development of Count on me! is based on the latest research in learning psychology, cognitive behavioural therapy (CBT) and research conducted by Martin Hassler Hallstedt, PhD, CEO and co-founder of Akribian.  

Research published in The Journal of Educational Psychology (2018) has shown that children who practiced maths by playing Count on me! improved their maths skills by 60 percent, compared to children who did not use the app. Results of the study of 283 eight year old students in Sweden showed that using Count on me! for just 15 minutes per day, 3-4 days per week during a 19 week term, significantly improved their critical maths skills compared to students who did not use the program. The gap between academically low-performing students who used the program and higher-performing students who did not use the program also decreased because the low-performing students improved at a higher rate. 

The UK currently ranks seventeenth in the world league tables when it comes to maths competence assessed at the age of 15, with China, Singapore and Macau in the top three places. Sweden, the birthplace of Count on me! sits alongside the UK, in equal seventeenth place.  
 
Co – Founder and CEO of Akribian, Martin Hassler Hallstedt says“Learning should be an adventure. What distinguishes our game-embedded teaching from more traditional educational games is that Count on me! has been developed with one foot in science and the other in game design. Our unique approach to learning allows a child to engage fully in the moment for 15 minutes a day which means a short burst of wisdom is embedded with minimal screen time. This encourages a happier state of wellbeing and is a more sustainable way of learning that results in long term knowledge retention.” 

“When we look back at our school days, there are many adults who sadly have no positive memories of learning maths . With Count on me! we can help change this for future generations by creating captivating gaming experiences that increase children’s willingness to learn important mathematics skills”, adds Martin.  

Count on me! was developed by Akribian using leading education psychology techniques including cognitive behavioural therapy (CBT) combined with advanced gaming technology. The story-driven game is designed to last for just 15 minutes each day. Through adventure play and discovery, children learn and master early maths concepts such as pattern recognition, addition, subtraction, multiplication, division and equalities.  

The approach and design of Count on me! is based on science and insight showing that children benefit and learn more from performing repetitive tasks for smaller chunks of time more regularly, rather than finishing the full game in a shorter amount of time. This also improves learning outcomes. 

Early-age maths competence is the strongest predictor for future academic success – yet many children struggle with maths and it impacts their learning and motivation as they progress through school. A study found that maths competencies among 5-6 year olds is the strongest predictor for general school achievement at 13-14 years of age. Additional studies demonstrated how maths performance significantly predicted socio-emotional behaviour and low math skills was more strongly associated with negative outcomes on employment, physical and mental health. 

Launched in Sweden earlier this year, Count on me! includes 4 tailor-made chapters to play, each containing 10 days of training for the child to complete the quests and master Math Magic. The app is been rolled out across Sweden with schools using it as part of their curriculum. The game will be offered to UK schools and directly to parents as part of the launch approach. 

Count on me! is now available on the App Store for iPads*, and will be available on Android tablets later this year. Count on me! is £9.99 a month with an introductory offer of the first three months for £2.99 (available until 30 September 2021).  

For more information visit www.akribian.com 

Synoptic make their Covid management software, ‘Reactivate’, available free of charge to schools

Following two successful pilots at schools in Cambridgeshire and Hampshire, Synoptic, a UK based tech company, is making its Covid management software, ‘Reactivate’, available free of charge to schools in England.

 

Reactivate software helps manage Covid risk in workplaces through an app which allows users to report daily symptom screening and test, vaccine and isolation status; and a management dashboard which provides managers a complete overview of reports and allows them to make informed decisions on absence scheduling, screening, testing and isolating.

 

School leaders in the pilot study said that Reactivate helped them with daily reporting required by the Department for Education, and helped them identify and isolate asymptomatic cases, keeping staff and students safe, helping to manage staff absences, and hugely alleviating the burden of paperwork.

 

Reactivate allows users to connect with each other as well as connect to their external households and wider social circles. It means that staff and pupils associated with a positive case can be immediately and automatically notified via the app or a text message and tests sent to their entire household – without compromising data privacy and security.

 

Synoptic is today making the system available to schools in England free of charge, meaning a saving of around £24,000 for the average secondary school over a six month period compared to business users.

 

Commenting on this launch, Graeme Scott CEO of Synoptic said:

At Synoptic we are driven by our mission to protect lives and help businesses get through the pandemic safely. Having worked with schools to develop a system that makes it easy for them to manage and isolate covid cases while meeting all their reporting requirements, we wanted to make this service available free of charge.

 

“This technology is made in Britain and is sold to businesses around the world to help them manage covid risk. We want to support the next stage of reopening by making it available free to schools, to help make schools as safe as possible so we can all do our part to help the UK reopen”

 

Richard White of Princes Mead School said:

“We started using Reactivate in Dec 2020 and began by testing it out with our staff. Once we were satisfied the technology was beneficial, we rolled it out to one parent per pupil and all of the pupils. The app itself is very user friendly and the dashboard is wonderfully simple; providing the information we need on one screen, and saving endless uploading, reporting and searching on excel.”

 

School leaders interested in using the Reactivate app in their schools should contact Alexandra D’Arcy Clark, Chief Business Development Officer at Synoptic at alexandra.darcyclark@synoptic.software

 

Education software provider launches innovative pre-order meal app for schools

Pre-order school meals on-the-go

International provider of cashless education software, ami Education, has launched Infinity+ Order, a pre-order app for schools globally. As part of their Infinity+ range of cashless retail and payment, ID management and registration software for schools and colleges around the world, the Infinity+ Order app enables pupils to pre-order their school meals in advance directly from their phones, ready to pick up at lunchtime.

 

Contactless meal ordering

To facilitate a contactless lunchtime for pupils, the Infinity+ Order app is linked with Infinity+ cashless software to ensure a simple payment and service process.

When pupils order their school meals via the app, the payment is automatically deducted from their cashless account. This function offers a fully contactless lunch service, and schools are encouraged to control traffic flow with designated pre-order pick-up points.

 

“When COVID-19 forced schools around the world to close, we knew that it was vital to ensure that there was a safe solution in place for pupils to pre-order and collect their lunch when schools reopen. We’re excited to offer schools a simple way to do this with the Infinity+ Order app, which allows pupils to order, pay and collect their lunches with just a few clicks.” – Tony Reeves, Head of Operations at ami Education.

 

Key features of the pre-order app include:

 

  • Removes the need for cash in the dining hall
  • Completely contactless lunch service
  • Pupils can check their live cashless balance anywhere and anytime
  • Software is linked to Infinity+ cashless system for a seamlessly integrated pre-order system
  • Pre-order school meals in advance, for the date of their choice
  • School catering teams are notified of meals ordered in advance and can prepare quantities of food accordingly, reducing food wastage
  • Pupils and parents can view current and previous orders

Following the app launch, a selection of UK schools implemented Infinity+ Order as part of their cashless catering solutions. When reviewing the app, one parent said:

“The app is amazing. My daughter downloaded it and now pre-orders almost every day.” – Secondary school parent, Preston

 

With retailers adapting to the COVID-19 crisis by switching to contactless order methods, many schools have implemented similar solutions, with ami’s Infinity+ Order pre-order app offering schools a way to mimic out-of-the-gate spending.

 

For school catering teams, Infinity+ Order is designed to improve efficiencies by notifying staff in advance of meals ordered to allow catering teams to prepare food accordingly and reduce food wastage.

 

About ami Education

With over 25 years of experience delivering software to education establishments around the world, ami Education is one of the UK’s leading provider of cashless catering and ID management solutions for the education industry. Ami’s Transact and Infinity+ software offers a suite of fully integrated cashless catering and biometric technologies designed to meet the needs of schools and colleges.

For more information on the Infinity+ Order app, please visit Infinity+ Order app.

 

Kaligo, the AI digital handwriting app, shortlisted for two BETT Awards

The technology awards for education, The BETT Awards, finalists were announced on Friday, with Kaligo being shortlisted in two categories for their AI digital handwriting app, Early Years and Digital Apps.

 

The BETT Awards are usually hosted at the BETT Show in London on in January each year but delayed due to the pandemic and the winners will be announced in June. 

 

Faisal Hamid, Director at Kaligo explains: “It’s wonderful for the Kaligo team to be recognised as a global leader in technology for schools.  To reach the finals in two categories, in the middle of a worldwide pandemic, just shows the hard work and dedication from our team this year.  For the many schools now using Kaligo, they are already seeing the benefits, witnessing the improvements in outcomes, as well as the joy Kaligo brings to the pupils, particularly through remote learning, it’s really helping.”

 

Kaligo combines years of neuroscientific research with the latest AI technology and is a new tool that will help teachers highlight handwriting difficulties in a few minutes.  Teachers choose their preferred handwriting scheme and either a pre-set lesson or set their own lesson for their pupils. 

 

This new development is set to revolutionise how younger children learn the fundamentals of handwriting.  Through Kaligo teachers can deliver the lesson, provide instant and individual interventions, as well as actively monitor the progress for every child in the class. All without adding to their workload.

 

Talking about Kaligo, the Kent ICT Champion of the Year, Matthew Tragheim said: “Kaligo provides instant feedback and children can hone their handwriting through their own choice – we can see progress as children have a passion for it.  The instant feedback given through Kaligo has a huge impact on handwriting improvement.  We’ve recently launched our impact trial which will help teachers see for the first time, concrete evidence of the positive impact of edTech in the classroom”

 

With Kaligo, pupils find handwriting more fun as the colourful and intuitive screens on tablets most pupils are already familiar with, making the task of handwriting more exciting.  Kaligo then stores the data so teachers can easily monitor progress and provides teachers with the deep dive knowledge they need through its constant classroom assessment.

 

Approved by the DfE Hungry Little Minds campaign, Kaligo has also been recognised by many awards organisations, including the GESS Education Awards.  Kaligo is a member of the National Handwriting Association and a member of the latest cohort of the UCL Educate programme.

 

If you would like you find out more about our free impact trial or Kaligo, please visit

www.kaligo-apps.com for more information.