
By making players both interested and able, DragonBox is a very solid stepping-stone towards greater understanding of maths. This primes them for learning the why part much more easily. This means that players get deep-seated and almost instinctive understanding of algebra, through fun symbol manipulation gameplay. This pleasure, incidentally, is what most of those who were good at maths felt, as to them the pleasure of learning was very much the pleasure of playing with maths puzzles, not to mention the pride in solving them perfectly.įurthermore, DragonBox aims at giving its players the understanding of how equation solving works – leaving the why for another game. Clearing the wayįirst and foremost, the mental roadblock of being “bad at maths” is something that DragonBox overcomes very well, by fusing learning and playing so closely that the pleasure of playing effectively becomes the pleasure of learning.
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It has so far launched on the appstore, and is being ported to Mac and PC. In Norway, where DragonBox launched and quickly reached 15 000 downloads – a very decent success for a paying app in a small market – players and press alike gave raving reviews of the game. As clichéd as “revolutionary” sounds, when a game intended for 8yo kids proves to be interesting and effective both for 5yo kids and teenagers in high-school, it’s easy to see that something rare is happening. DragonBox is a first step towards revolutionizing maths learning, and a very smart one at that. This is a problem that can and should be solved. This is something that bothers students, parents, and teachers alike, all the more because failing at maths often means failing at scientific learning.

This means that students who cannot do everything in parallel start falling behind, thinking they are “bad at maths” and end up giving up. The universal challenge of teaching maths is that students need to learn both how the rules work and why they exist, often only in abstract mathematical terms rather than in easy to visualize terms, which compounds the difficulty. But play DragonBox, by We Want To Know, and this suddenly seems like an understatement. The claim that a game could teach basic algebra, symbol manipulation, and equation solving in a few hours, while being truly fun and engaging, sounds just like another inflated marketing pitch.
