A new suite of smart phone apps has been launched to help students study maths. With over 17,000 downloads in the first year and a place in Apple’s ‘new and noteworthy’ list, schools are finding a new way to solve their maths problem.
Educational publisher Collins has partnered with the UK elearning company Epic to create a new suite of Maths’ GCSE revision apps. They focus on numbers, statistics, algebra and geometry to cover the entire breadth of the national curriculum. The apps are already high in the iTunes download chart with interest expected to grow as exam time approaches.
The popularity of the new applications reflects the new learning methods of today’s teenagers. According to Nielsen, 79% of teenagers agree that the ‘first place they look is the internet’ when they need information. Over 50% of this age group now own smart phones with internet access and 38% of teens regularly download apps for their devices.
Education publishers Collins recognises the need for traditional paper methods of study provided by schools to be complemented with digital resources for the teenage market. ‘It’s an audience that expects to be able to access everything and anything at the touch of a button,’ said Rebecca Richardson from Collins.
The apps were created using the award-winning software, GoMo, which turns the learning into different resources including revision cards, supporting video clips, practice questions and tests. The apps are available direct from schools or via iTunes where they regularly feature in the ‘Top 10 Education Apps’.
Jonathan Satchell, CEO of Epic said, ‘Some said this was an impossible task due to the sheer volume of material involved in the Maths GCSE curriculum. But GoMo has enabled us to turn the subjects into different resources and bite sized units which the students actually enjoy.’
Rebecca Richardson from Collins continued, ‘We conducted a pilot in 10 schools nationwide. We watched how students used the apps, discussed usability and functionality and even discussed price. They loved the concept and offered further invaluable input into the final design. The overall consensus was that the apps were fun, effective and had fewer stigmas attached than traditional textbooks.’