MathFluency+ pursues the goal to simultaneously improve math fluency and math-related executive functions. Its primary goal is to maximize an individual student's cognitive capacity for math learning.
Math fluency describes the skill to accurately and efficiently solve relatively simple math problems, typically including addition and subtraction problems with answers between zero and 20 and multiplication and division problems from the multiplication table.
Executive functions are cognitive mechanisms used in conscious goal-directed behavior. They are often used in non-routine situations in which relying on intuition or instinct is not enough. Several domains of executive functions are often described:
- Cognitive Flexibility refers to the skill to shift between different tasks and perspectives. For example, switching between different operations is more difficult than repeating the same operation again and again.
- Inhibitory control is the skill to resist distractions and impulsive actions and focus on relevant information, which might be required in certain text problems.
- Working memory refers to keeping and manipulating information in one’s mind. This happens for example during mental math problems, where one might have to calculate partial results which have to be kept in mind until they need to be recalled in a later step to finally solve the math problem.
There is a two-way relationship between math and executive functions. On one hand, executive functions provide students with the mental workspace to learn and perform math operations. On the other hand, procedural requirements such as keeping track of partial results during mental math provide opportunities to practice executive function skills. As such, MathFluency+ strategically aims to engage students in improving their executive functions and math facts at the same time to help them maximize their cognitive capacity for math learning.
Games
MathFluency+ currently consists of nine different games. Each game integrates the opportunity to improve executive functions into a math context that focuses on learning math facts.
Select a game to learn more.
Light Beam
A light beam goes from the left to the right side of the screen. Elements such as shapes, letters, or numbers fall from top to bottom and block the light beam. These elements are then hidden by a box. The goal of the game is to unblock the light beam. To do this, a math problem must be solved which unlocks the box and allows to recall what element is hidden by the box.
Step 1
A light beam runs across the screen.
Step 2
Elements such as shapes, letters, or numbers fall down and block the light beam.
Step 3
The elements are hidden by boxes.
Step 4
The boxes can be unlocked by solving a math problem.
Step 5
The elements hidden by the box must be recalled.
Step 6
The level is completed when the light beam is unblocked.
Paper Pile
Different math problems are presented. After having correctly solved one, the result of the problem moves to the top of one of several paper piles. After solving a certain number of math problems, the most recent numbers on each paper pile must be recalled.
Step 1
Spots for paper piles are presented.
Step 2
A math problem is presented and must be solved.
Step 3
A correct result moves to one of several paper piles.
Step 4
The number is then turned around and hidden.
Step 5
This is repeated for a number of math problems.
Step 6
After a certain number of math problems, the most recent number on each paper pile must be recalled.
Step 7
The goal of the game is to correctly recall all most recent numbers on all paper piles.
Light Bulb
There are light bulbs arranged on the top and on the bottom of the screen. The bulbs are labeled with different numbers which are presented for a short period of time. After the numbers disappear, the bulbs must be selected in ascending order. After each selection of a light bulb, a math problem must be solved. The goal of the game is to select all light bulbs in ascending order.
Step 1
Light bulbs appear on the screen.
Step 2
For a limited period of time, numbers are presented within the light bulbs.
Step 3
The bulbs must be selected in ascending order, based on the previously presented numbers.
Step 4
After each bulb selection, a math problem must be solved.
Step 5
The level is completed when all light bulbs are selected correctly in ascending order.
Hex Climber
Hexagons with numbers in them fall from top to bottom. All hexagons that are not multiples of the number in the lower right corner must be selected before they reach the grass on the bottom. The goal of the game is to fill-in the dotted outline with hexagons.
Step 1
Hexagons with numbers in them fall from top to bottom.
Step 2
All hexagons must be selected that are not multiples of the number in the lower right corner, so that they do not reach the bottom of the screen.
Step 3
All numbers that are multiples of the number in the lower right corner must reach the bottom to fill-in the dotted lines.
Step 4
The goal of the game is to fill-in the dotted lines with hexagons.
Step 5
The level is completed when all dotted lines are filled-in.
Paddle Shifter
Paddles appear on the sides of the screen. The paddles may have numbers on them that are hidden after a limited study time. Some paddles may have no numbers assigned to them and serve as distractors. The paddles move around, then stop, and one of the paddles will be part of a math problem. The number on the paddle must be recalled and the math problem must be solved. The goal of the game is to solve a math problem with each paddle.
Step 1
Paddles are presented with numbers on their backs.
Step 2
The paddles flip around.
Step 3
This is repeated for a series of paddles.
Step 4
The paddles move around.
Step 5
At some point the paddles stop moving and become part of a math problem.
Step 6
After the math problem has been solved, the paddles move again and eventually another math problem is presented until each paddle has been part of a math problem.
Roto Cloud
Clouds are presented and each cloud is associated with a certain math operation. A limited study time allows to associate each cloud with the corresponding operation, after which the operations are hidden. Next, numbers appear in each cloud and the corresponding operation must be applied to solve the math problem. Every correctly solved math problem removes one of the rings between the clouds. The goal of the game is to correctly solve so many math problems until the circles between the clouds have disappeared and the air bubble can leave the screen.
Step 1
Students first associate each cloud with one of the four basic operations.
Step 2
Then they switch from one cloud to another one and solve the presented math problem, keeping the hidden math operation in mind.
Step 3
Students keep solving math problems until all the target circles between the clouds are gone and the bubble is free to float upwards.
Step 4
Students keep solving math problems until all the target circles between the clouds are gone and the bubble is free to float upwards.
Step 5
Students keep solving math problems until all the target circles between the clouds are gone and the bubble is free to float upwards.
Step 6
Students keep solving math problems until all the target circles between the clouds are gone and the bubble is free to float upwards.
Number Cup
Different numbers are hidden under different cups. The cups start moving around. After the cups stop, a math problem is presented. It must be solved by selecting the cup with the correct solution under it. After a correct selection, the corresponding cup disappears. The goal of the game is to make all cups disappear.
Step 1
Numbers are presented.
Step 2
The numbers are hidden under different cups.
Step 3
The cups start moving around.
Step 4
When the cups stop moving, a math problem must be solved by selecting the cup with the current result under it.
Step 5
After a correct selection the cup disappears.
Step 6
The level is completed when all cups have disappeared.
Bead Runner
A bead of numbers and operations move from left to right across the screen. The task requires solving math problems as soon as the beads form a problem above the floodlight. Critically, the game strategically alters between operations such as two addition problems followed by two subtraction problems followed by two addition problems and so on. This requires students to regularly switch between different operation modes, promoting cognitive flexibility.
Step 1
A string of beads runs from left to right across the top of the screen.
Step 2
The beads stop in regular intervals which requires solving the math problem above the floodlight.
Step 3
The operations may or may not switch between subsequent math problems.
Step 4
The operations may or may not switch between subsequent math problems.
Step 5
The operations may or may not switch between subsequent math problems.
Step 6
The operations may or may not switch between subsequent math problems.
Chaos Scramble
Several uniquely labeled boxes are presented. Following the selection of a box, a math problem must be solved, then the boxes are presented again but in a different arrangement. The goal of the game is to select each box only once.
Step 1
A set of uniquely labeled boxes is presented.
Step 2
Following the selection of a box, a math problem must be solved.
Step 3
The boxes rearrange themselves.
Step 4
The level is completed when each box has been selected only once.