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BFA Senior Project.

Speedy MATH.

Did you know that about 7% (Ref. 1) of elementary school students in the US suffer from dyscalculia?

This means that they need significantly longer to solve simple math problems compared to their peers who do not have it.
 
Introducing SpeedyMATH: an app concept to overcome dyscalculia and strengthen mental math. By using principles of gamification in an educational context, learning math is transformed into a hand drawn magical adventure. An advertising, social media, and digital product design idea\concept.

One beautiful day in the magic Numberland, the wizard SpeedyFlux gets turned into a slow turtle by the evil witch MinusMinus.

As a result, he cannot compete against her in the big arena for the SpeedyMATH tournament. You take his place in the competition, to win the secret back-to-human formula.

In my BFA thesis, I researched the learning outcomes of gamified learning in an educational context, as my hypothesis was these learning outcomes are marginal. I disproved it by exploring the concept and analyzing real-life examples, such as Duolingo (Ref. 2), Lernerfolg Grundschule, STMath, and others through case studies and concept analyses.
 
The gamified approach was that the learner had to solve 80 repetitive mental math problems within five minutes in a daily/weekly interval. The order of the problems was always the same. They were not allowed to skip a problem/return to a problem. The outcomes showed positive effects over the course of two semesters and were promising in the demonstration that the method was effective.

Case Study Video

Gamification

The concept leveraged treasured principles of gamification to improve students’ math skills, as I deemed gamification an effective learning method in education as a conclusion to my bachelor’s thesis research.

Level Selection

Highscores and Rewards

Memorization - The player repeats the same problems in the same order during the initial stage of playing.

Constant Repetition - The player has to complete one level daily

Instagram Campaign

Team:
Julian Brueggemann

Creative Direction
 
Drishti Ameriya
Fashion Illustration
 
Jesse Skupa
Voiceover

References:
(1) Jacobson, Rae. “How to Spot Dyscalculia.” Child Mind Institute, 01.06.2019 Opens External Link in a new Window or Tab
(2) Catasus y Brueggemann, Julian. “Duolingo-Stepping Stones of Gamified Language Learning.” Medium, 18.10.2020 Opens External Link in a new Window or Tab

©2020 by Julian Brueggemann - All Rights Reserved.

Last Updated: December 06, 2020

Next Project
Duolingo UX Case Study.

Stepping Stones of Gamified Language Learning - A UI/UX case study determining pain points of active and past users and how to turn them into motivational aspects.