The Idea is an innovative and pioneering digital pedagogy method in Latin America that is applied in several schools in Chile and Peru to reinforce learning
Let him raise his hand who knows how to explain what we saw yesterday. Professor Cecilia Aravena starts the class with her 22 students, each sitting in front of a computer. Gerard, one of the few who raises his arm, responds impetuously: Calculate the fraction of a number. The teacher considers the answer valid and writes an example on the board: If I have 18 bags of cement and I occupy 2/3, how many bags do I occupy?
The 4th grade D course (10 and 11 years old) of the Teresina’s School of San José de Santiago de Chile attends an unusual math class, at least in the schools of the South American country. Through the computer, students solve exercises of fractions, numerical series, and problems of geometry, volumes and capacities. “Young people, each one looks at his screen, not that of the classmate!, The teacher’s attention is directed to a couple of boys who comment in a low voice. The rest, very concentrated, looks for the solution to problems they read on the screen. Some use their fingers to count; others draw sticks in the notebook.
There are also those who do mathematical operations. Then, everyone enters the answer in the computer and explains how they got the final result. Aunt, look how much I went up! Exclaims a child to the teacher or aunt, the Chilean way to respectfully address an adult. The message Congratulations! And three drawn flags representing a sum of points that the boy accumulates during the session appear on his screen. In the background, on the wall of the room, it reads: Make your life a math. It is the essence of the main program, in which the students of this course are participating.
The idea aims to improve the learning of this subject among Chilean students. Through an online platform, with thousands of problems, the initiative reinforces its numerical knowledge through several games managed through online software that allows working the concepts learned in regular classes.
The Teresina’s School of San José participates in this initiative for the second year. The educational center, located in the commune of San Bernardo, on the periphery of the capital, responds to the profile to which the project points. Its creator, Roberto Araya, doctor in electrical engineering and researcher at the University of Chile designed the program to promote learning among students of low socioeconomic status. I realized how interesting it could be to apply my knowledge of artificial intelligence to help children with more needs and who have a harder time learning math. By converting them into a game they can change the lives of these children and, in addition, I help them in their future, explains Araya. If you’ve ever seen to wet fish fight each other out of water, imagine being able to control one of the fish. That’s what Drunken Wrestlers (Drunken Wrestlers 2 Gets A Massive Update To The Hilarious Free To Play Title) 2 feels like, in the rather silly sequel to Drunken Wrestlers that was recently pulled from the Google Play Store. It’s a physics-based brawler with a surprisingly easy control scheme, pitting two rather wobbly players in a head-to-head match in a fight to the finish, or until someone loses a limb and bleeds out.
For him, mathematics is a language that allows us to understand the world and bring students closer to the STEM curriculum (short for science, technology, engineering and mathematics). The idea increases motivation, he says. The expert refers to the introduction of elements of games in education, an emerging industry driven by increased access to devices connected to the internet. It is a phenomenon that began to be seen very strongly from 2009 to make the activities more interesting and attractive, says Julian Cristia, economist and researcher at the Inter-American Development Bank (IDB).