A Swedish-born maths app is spearheading the way in which children learn maths through short adventure game-based learning which helps children to retain information and encourages long term academic success.
Count on me! is a NEW maths app from Akribian for children aged 6-9 years based on a unique concept of Game-Embedded Teaching (GET). It involves combining science with game design which encourages children to discover the magic of mathematics and accelerates their learning.
Research has shown that children who practice maths by playing Count on me! improve their skills by 60% percent, compared to children who do not use the app.
Count on me! provides short learning sessions with proven results. Children can only play the game for 15 minutes per day as the characters in Numberia go to ‘rest’, so it means limited screen time with maximum learning outcomes.
Martin Hassler Hallstedt, PHD, learning psychologist and Co Founder of Count on me! says:
“Learning should be an adventure and maths is one of the most important subjects, yet there are too many adults who sadly have no positive memories of learning maths. With Count on me! we can change this for future generations by creating captivating gaming experiences that increase children’s willingness to learn important mathematics skills. 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.”
Developed using leading education psychology techniques including cognitive behavioural therapy (CBT) combined with advanced gaming technology, the captivating, story-driven game helps children learn and master early maths concepts such as pattern recognition, addition, subtraction, multiplication, division and equalities. Existing maths apps focus on simply practicing pure mathematics exercises such as subtraction and multiplication and do not incorporate “game” elements such as a storyline, adventure or characters and do not have scientifically-proven results, instead acting as a digital version of maths homework.
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. 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.
Count on me! is safe and suitable for all children aged 6-9 years. Children cannot communicate with others via the app and child progress at a suitable pace as the game listens to their performance of the maths task and adapts and repeats challenges to meet their needs.
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.
For more information visit www.akribian.com
*must run iOS 13 or later.
- Hassler Hallstedt, M., Klingberg, K., & Ghaderi, A. (2018) Short and Long-Term Effects of a Mathematics Tablet Intervention for Low Performing Second Graders. Journal of Educational Psychology. See link: https://psycnet.apa.org/doiLanding?doi=10.1037%2Fedu0000264
- Organization for Economic Cooperation and Development (OECD), 2018-2019 The Program for International Student Assessment (PISA), see link: https://www.oecd.org/pisa/PISA%202018%20Insights%20and%20Interpretations%20FINAL%20PDF.pdf
- Early academic skills not behaviour, best predict school success, Northwestern Education, see link: https://www.northwestern.edu/about/index.html