U Washington Game-Based Platform Helps Students Master Concepts in Algebra Challenge

The University of Washington's Center for Game Science (CGS) has been testing an adaptive game-based platform that is showing promise in promoting mastery of algebra concepts among students in grades K-12.

"During the 'Washington State Algebra Challenge,' a one-week event that introduced algebraic concepts to students" via the platform, "students achieved an average mastery rate of 93 percent after only 1.5 hours of participation," according to a news release.

The challenge, which saw participants from 70 schools representing 15 districts, focused on 7th grade concepts.

"One of the biggest outcomes from the Washington State Algebra Challenge was the fact that mastery of linear equation-solving was reached in 1.5 hours, not just by higher grades, but even in elementary school," said Zoran Popović, director of the CGS and founder and chief scientist at Engaged Learning, in a prepared statement. "More importantly, this mastery was achieved by practically the entire classroom, as opposed to just a few students. This is shockingly good, but we think we can do even better."

The platform uses real-time classroom data to continuously identify and refine "personalized pathways through digital courseware, games and other learning tools —‚ pathways that optimize both engagement and mastery for each learner, as well as best outcomes for teachers and classrooms as a whole," according to information released by CGS.

Additionally, the platform can use any paper or digital courseware to create a parametric version capable of producing new problems within the confines of the original assignment, rather than just re-sequencing content already present.

"In addition to creating and optimizing pathways for student learning, the platform recommends teacher interventions, instructional strategies and pivots and other elements of the ecosystem that have been shown to be successful in similar classroom situations," according to a news release. "As a self-adaptive system, the platform's adaptation improves with each additional teaching and learning experience captured. And, as the platform continuously and automatically adapts based on real-time data, it accelerates the potential rate and degree of engagement and mastery in every learning opportunity."

Similar challenges have also been held in Norway, where more than 42 percent of student work took place outside the classroom and nearly 8 million equations were solved in five days, and Minnesota, with better results.

"A unique methodology behind the game automatically used data from previous challenges to further improve outcomes for new learners," said Popović, in a prepared statement. "In the Minnesota challenge, for example, the game figured out how to increase the mastery percentage over Washington and Norway by an extra 1.5 percent. We may get even closer to 100 percent than we thought possible. We look forward to the outcomes in the Brazil Algebra Challenge, perhaps the largest K-12 intervention ever conducted, with potentially 42 million students participating."

The platform was developed in a partnership between CGS and Engaged Learning with support from the Bill and Melinda Gates Foundation and the Hewlett Foundation.

More information about CGS is available at centerforgamescience.org. Visit enlearn.org to learn more about Engaged Learning.

About the Author

Joshua Bolkan is contributing editor for Campus Technology, THE Journal and STEAM Universe. He can be reached at [email protected].

Featured

  • abstract illustration of a glowing AI-themed bar graph on a dark digital background with circuit patterns

    Stanford 2025 AI Index Reveals Surge in Adoption, Investment, and Global Impact as Trust and Regulation Lag Behind

    Stanford University's Institute for Human-Centered Artificial Intelligence (HAI) has released its AI Index Report 2025, measuring AI's diverse impacts over the past year.

  • modern college building with circuit and brain motifs

    Anthropic Launches Claude for Education

    Anthropic has announced a version of its Claude AI assistant tailored for higher education institutions. Claude for Education "gives academic institutions secure, reliable AI access for their entire community," the company said, to enable colleges and universities to develop and implement AI-enabled approaches across teaching, learning, and administration.

  • lightbulb

    Call for Speakers Now Open for Tech Tactics in Education: Overcoming Roadblocks to Innovation

    The annual virtual conference from the producers of Campus Technology and THE Journal will return on September 25, 2025, with a focus on emerging trends in cybersecurity, data privacy, AI implementation, IT leadership, building resilience, and more.

  • From Fire TV to Signage Stick: University of Utah's Digital Signage Evolution

    Jake Sorensen, who oversees sponsorship and advertising and Student Media in Auxiliary Business Development at the University of Utah, has navigated the digital signage landscape for nearly 15 years. He was managing hundreds of devices on campus that were incompatible with digital signage requirements and needed a solution that was reliable and lowered labor costs. The Amazon Signage Stick, specifically engineered for digital signage applications, gave him the stability and design functionality the University of Utah needed, along with the assurance of long-term support.