Make teaching and learning geometry fun

It is no secret that learning Maths is considered hard and teachers try different teaching methods and programmes to make learners understand Mathematical concepts, sometimes with success and sometimes not.

Often learners arrive in High School with a lack of understanding of geometry concepts, coupled with a learner’s perception that Maths is hard, a teacher has a great number of stumbling blocks to overcome.

However, in an age when digital education is changing the way teachers instruct and learners learn, we have the opportunity to change and enhance the learning experience and improve learner engagement. The learner can now become an active participant, rather than a passive one.

Digital learning solutions can help teachers design effective lessons that maximise content learning; provide enrichment for those seeking a challenge, as well as remedial support for the struggling learner.

Pearson is committed to helping you find the best learning solutions and has partnered with AIM to offer teachers and learners Geomax.

Making geometry easy and fun – introducing Geomax

Geomax is a mobile game that exposes learners to the core concepts in Senior Phase geometry. It is proudly brought to you by Papadi Games, a collaboration between Pearson South Africa and Aim.

Aim, previously known as the African Institute for Mentoring, is a learning specialist company that develops digital educational games for mobile devices.

Geomax game

Learning through gaming

Video games have a positive impact on children who play them on four different levels: cognitive, motivational, emotional, and social.[1]

Games have shown to improve attention, focus, and reaction time. It has also been shown that children are able to translate the skills that they learn from co-playing or multi-player gameplay to “peer and family relations outside the gaming environment.”

It is important to note the difference between gamification and gaming in education. Gamification is when someone adds game elements, such as earning medals for accomplishments, to something that still looks like “school work”. However, gaming is when a child achieves very specific learning outcomes in an environment that looks like the games they like to play.

Why should learners play Geomax

Geomax introduces learners to geometry and engages them in the topic using principles of game design. Game design principles create the elements that keep players returning to games again and again, despite difficult and long challenges.

"It tests your abilities. You need to think before you move."

Learner’s comments about Geomax

 

By creating a learning environment that mimics a mobile game, players engage in geometry concepts and are motivated to learn.

"I like it – it's a challenge. Every level has something else."

Learner’s comments about Geomax

 

Geomax provides an opportunity for learning subject matter that is difficult and complex but vitally important in the curriculum to become a positive experience.

Geomax game - level complete

When learners play Geomax, they are introduced to core concepts in geometry. The aim is to collect geometric items, complete puzzles and move through the levels as fast as possible. A built-in timer encourages learners to improve on their scores each time. The puzzles, hidden traps and raging enemies within the game make learning geometry a completely new and fun experience.

“I think it's cool. Challenging. It's really difficult to get away from the worms.”

Learner’s comments about Geomax

 

Geomax allows learners to:

  • learn geometry concepts with as much fun as playing their favourite mobile game.
  • acquire knowledge and skills independently, without teacher support.
  • develop critical thinking and problem solving skills.
  • access games offline and sync results online. Internet is needed only for initial download.

 

Teacher tools for holistic learning

At the National Association for Mathematics Education of South Africa (AMESA) Conference held in Mpumalanga this year, we introduced Geomax to teachers and curriculum planners and received overwhelmingly positive feedback.

Teachers are able to inspire their learners on a new level while covering challenging curriculum content. Best of all, learners can cover the content at their own pace at home and it will be the most fun they have ever had doing Maths homework.

Geomax teacher dashboard

With access to a teacher dashboard, teachers can monitor learners’ progress and obtain critical insights into teaching. Immediate feedback on a learner’s progress and mastery of the game, without the need for tedious and time-consuming marking, is provided.

Better yet, teachers do not need to be avid gamers to effectively use Geomax, as teacher notes are provided throughout the game in the teacher version.

Geomax enables teachers to:

  • help learners understand challenging geometry concepts on their own.
  • address key learning outcomes and build a solid foundation for future learning.
  • track class progress through the teacher dashboard to inform teaching.
  • use learning outcome reports to check learner understanding.

 

Achieve Learning Outcomes as per CAPS

Geomax consists of three games, each covering a different set of learning outcomes that cover core concepts. Each game license costs R60.

Learning outcomes covered in Geomax

Geomax Game 1

Geomax Game 2

Geomax Game 3

  1. Define terminology: ray; line segment; straight line; parallel line
  2. Identify angles: acute and obtuse angles
  3. Angle relationships: alternate angles
  1. Angle relationships: corresponding angles; vertically opposite angles; co-interior angles
  2. Classify 2D shapes: triangles
  1. Classify 2D shapes: triangles (cont.)
  2. Similarity and congruence

 

Geomax is aimed at Grade 7 to 12 learners and can be used as a supplementary learning tool, for revision purposes or even to introduce new content. Learners can play the game on any smartphone, tablet or computer.

Now your learners can have as much fun learning in the classroom as they do playing their favourite mobile games. 


[1] Granic, I., Lobel, A. and Engels, R. (2013) ‘The Benefits of Playing Video Games’, American Psychological Association, Vol. 69, No. 1, 66 –78. http://www.apa.org/pubs/journals/releases/amp-a0034857.pdf

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