Posts Tagged “Maths Games”

Who would want to be Ed Balls the education secretary? Sorry, the Secretary of state for children, schools and families (DCSF). Maybe therein lays the answer. This hugely diverse role fails to mention education in the title, yet it is education that will set the future course for the UK, and it is in education where we are failing, badly.

The debate into statutory assessment tests (SAT) has become acrimonious. The secretary for the DCSF wishes to change the format and add to the list of already abandoned tests. The reaction at sharp end in teaching is unequivocal. One teachers union bearing the substantial title of The National Association of Schoolmasters and Women Teachers ( NASUWT) claims they will strike if the tests are abandoned, another The National Unions of Teachers will strike if they remain. Ed Balls states he is “caught in between a rock and hard place.” But also caught in the middle our children anxiously await sense and reason. It’s their future we are mucking about with.

The demands of society and the global economy are evolving dramatically during the schooling journey of any child. Apart from tweaks to the curriculum, the standard of learning achievement has failed to match the pace of change. The system has certainly failed to track consistently with developments in technology. Advances in nearly all avenues of modern achievement have been largely unmatched in the field of education. Our systems and procedures continue to fail children at primary level delivering an almost impossible catch-up challenge to secondary schools.

The current debate centres on the SAT’s. Ostensibly tracking the achievement of a child and a key measure of the effectiveness of the teaching resources, they unfortunately follow the twists and turns of many target driven corporate objectives, and fraught with an unhealthy degree of manipulation. Critically, teaching capacity has been focused on the “teach to test syndrome” where children are groomed to pass tests at the expense of a wider broader based education that would enthuse both children and teachers alike. The desire to inflate achievement has taken the fun out of learning. Maths games and English games to stimulate educational interest are abandoned in preference to test drilling exercises.

The current debate concerns the removal or rescheduling of key stage 2 SAT’s taken by 11 year old’s. In view of criticism of the testing versus teaching focus this seems a good move, but as ever the devil is in the detail. Unleashing a knock on problem of additional bureaucracy and work load has created the rift within the teaching fraternity. Testing at primary level is essential to identify potential performance at secondary, as without this secondary schools initially run blind with each years intake. The new scheme requires this to be completed when the child is ready rather than at set times. Teachers state this will cause a massive increase in workload and create even further disruption and depletion of the educational resources.

Thus some alternative measure of a child’s performance system is essential. Ironically the SAT key stage 2 replaced the 11+ which had the same function in 1987. Some improvement. Ed Balls says he does not want to rush into any decision. Perhaps this will give him the opportunity to listen to the guys steering the boat. Teachers have profound knowledge of what works and what does not in their own environment. Surely they should command the solution rather than costly bureaucrats whose theory appears to fail. In view of the cut backs in education wasting valuable resources in an in fight is not the way forward and would avoid the leviathan drawback of the National Health where managers now outnumber doctors.

Ed Balls has the unenviable task of sorting things out. Decisions taken now have an implication for generations to come. Daunting perhaps but he also has the opportunity to evolve an educational programme that could be the envy of the world. We are not alone; most English speaking countries have similar issues with schooling. Ed Balls could stand high as the first Minister to evolve a new educational policy that is fit for purpose for the next 20 years. We would all dearly thank him.

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1. Interest.

I found school, 40 years ago already, to be boring; my excuse for poor performance.  The use of one dimension low-tech teaching resources did little to help. To get kids interested they need a challenge that is fun and absorbing.  The subject area needs to be dynamic; “Explosive maths games – 100 things you never knew about quadratic equations” would hold more interest that “Maths Text Book Volume 3.”

Practical applications and realism help improve the relevance of the subject.  In physics; what happens when a jet engine goes into goes into reheat?  Massive increase in thrust and acceleration, plus a massive increase in fuel usage! How far can you fly on reheat? What vehicle weighing 20 tons can accelerate from zero to 175 miles per hour in 2.5 seconds? Eat your heart out “Top Gear” it isn’t a car – it’s an aircraft being launched by the catapult on an aircraft carrier, but how does it work?

2. Fashionable

Got to look the part.  Needs great product name, impact packaging and user benefits. Games that let kids “beat up” their parents in a game whilst improving and testing their knowledge and dexterity.

3. Street Cred.

Needs to attract friends, relatives and schoolmates in a must-have game to let them collectively join a particular challenge. Must be reasonable cost so not to exclude kids in low income families ( or funded by the educational authority) and offer a challenge with a purpose. Could replace some of the £20 billion spent in the UK every Christmas on plastic junk toys and games that are played once.

4. Modern Technology

Develop educational games that can be played on host of equipment: Cell phones, MP3, Netbooks, Mum or Dad’s last years Blackberry, Pc’s, Mac’s. Ideally all platforms should all have access to the same game title.


5. SCORM

Include SCORM, the Sharable Content Object Reference Model, is a technical specification that governs how online training (or “e-learning”) is created and delivered to learners. Developed by the US military it forms the basis of a common monitoring system that can be used by a school and parents to check progress by children using educational video games linked to the system.

6. Parental Support.

Getting parents involved by setting them to support or even spar with their children. Eighty percent of a child’s academic success is influenced by what they do at home! Get parents interaction by resetting the game, increase the challenge rating or add extra facilities. Parents could also monitor performance using an in built appraisal of the child’s achievement.( More in item 10)

7. Subject Area

The curriculum needs constant adjustment to capture changes in technology, global developments and career opportunities. The internet, email and many careers didn’t exist when children now entering the job market first started school. Similarly many careers have ceased to exist. The world needs more engineers and scientists. Some good scientific games can stimulate and develop interest tailored to future career prospects.

8. Peer Support

Children learn a huge amount from other children – who else taught them to use a mobile phone?  Interactive educational games such as math games can attract great support from other children. We  just need to give them the focal point to encourage this support. Email, MSN and text can provide an almost instant help desk.

9. Feedback.

Create spirit of competition through educational games linked to class, school, district, county, regional and national league tables.

Update the challenge, create new ideas and gain feedback from other users.

10. School Interface

Replace the report card, or annual parent’s night with dynamic performance feedback linking parent, child and school. Using technology to measure homework performance without the teacher having to laboriously mark assignments. Spell checking, grammar, maths checking can be automated and feed into a summary report with performance graphs giving immediate assistance to the child.

Summary:

Teachers are constantly being pulled from pillar to post. Compiling reports and marking homework consumes an extraordinary amount of time and effort. Streamlining the job using technology to interface with the next generation of educational games will encourage learning outside school. It will also allow teachers more time to get creative.

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Educational games, toys and puzzles are being used to overcome one of the biggest drawbacks of teaching; how to quickly grab the attention of the class at the start of the lesson. Boys tend to take much longer to settle down and some children are notoriously late. Ten minutes of the class can be lost before teaching really gets going. But now there are options.

A daily dose of maths computer games can boost maths attainment according to a study carried out in Scottish schools.
Learning and Teaching Scotland (LTS) – the main organisation for the development of the curriculum – analysed the effect of a “brain training” game. It also found improvements in pupils’ concentration and behaviour.

Less able children were found to be more likely to improve than the highest attainers and almost all pupils had an increased perception of their own ability.

LTS worked with Her Majesty’s Inspectorate of Education and the University of Dundee to see if the pilot results were replicated on a wider scale. Researchers found that while all groups had improved their scores, the group using the maths game had improved by a further 50%. The time taken to complete the tests dropped by five minutes, from 18.5 minutes to 13.5 minutes. The improvement in the games group was double that of the control group.

The study also found reduced absence and lateness in some classes. Derek Robertson, LTS’s national adviser for emerging technologies and learning, said the results offered the first independent, academic evidence that this type of computer game could improve attainment when used in an educational context.

He said: “Computer games help flatten out the hierarchy that exists in schools – they are in the domain of the learner as opposed to the domain of the school. This intervention encouraged all children to engage and get success in a different contextual framework; one in which they don’t know their place.”

The educational games used in the trial were one of the growing numbers of computer games developed with education at the core. Modern technology harnessed to present a platform that is interesting and appealing to the young mind sets the challenge. A form of learning in disguise acceptable to a wide range of ability, age and both girls and boys is paying dividends in accelerating learning.

The games can be played in class and at home. They are having a marked effect in settling the class at the start of the lesson, and the number of late arrivals has noticeable reduced.

Technology in the form of a chemistry game or physics games generates  the practice activity essential to learning retention. Compared to conventional text and exercise book activity that can be one dimensional, computer games have the major advantage of capturing peer support. Children also learn from other children. How else do they pick up the detailed operation of a mobile phone? Certainly not from their parents or the school national curriculum. So the next time you see a child buried in a computer game on a PC, laptop or Nintendo take comfort this is a great way to help them learn.

Settling the class down can be eased with lesson starters; computer games that set a quiz based on the subject, or a combination of questions and clues to open the next level of the game. Some games even let the player design the next portion of the game.

The help of parents is fundamental in supporting the teacher to enhance the schooling of their children. Educational games are the easiest  entry point. Playing the same game or puzzle at home as in school is the most effective way to help. You do not to need to be proficient in the subject background and you never know how much you will enjoy the challenge.
Alistair Owens keen2learn

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Educational games toys and puzzles are being used to overcome one of the biggest drawbacks of teaching; how to quickly grab the attention of the class at the start of the lesson. Boys tend to take much longer to settle down and some children are notoriously late. Ten minutes of the class can be lost before teaching really gets going. But now there are options.

A daily dose of maths computer games can boost maths attainment according to a study carried out in Scottish schools.
Learning and Teaching Scotland (LTS) – the main organisation for the development of the curriculum – analysed the effect of a “brain training” game. It also found improvements in pupils’ concentration and behaviour.

Less able children were found to be more likely to improve than the highest attainers and almost all pupils had an increased perception of their own ability.

LTS worked with Her Majesty’s Inspectorate of Education and the University of Dundee to see if the pilot results were replicated on a wider scale. Researchers found that while all groups had improved their scores, the group using the maths game had improved by a further 50%. The time taken to complete the tests dropped by five minutes, from 18.5 minutes to 13.5 minutes. The improvement in the games group was double that of the control group.

The study found reduced absence and lateness in some classes. Derek Robertson, LTS’s national adviser for emerging technologies and learning, said the results offered the first independent, academic evidence that this type of computer game could improve attainment when used in an educational context.

He said: “Computer games help flatten out the hierarchy that exists in schools – they are in the domain of the learner as opposed to the domain of the school. ”

“This intervention encouraged all children to engage and get success in a different contextual framework; one in which they don’t know their place.”

The educational games used in the trial were one of the growing numbers of computer games developed with education at the core. Modern technology; harnessed to present a platform that is interesting, appealing to the young mind, sets the challenge. A form of learning in disguise acceptable to a wide range of ability, age and both girls and boys is paying dividends in accelerating learning.

The games can be played in class and at home. They are having a marked effect in settling the class at the start of the lesson, and the number of late arrivals has noticeable reduced.

Technology in the form of a chemistry game or physics games generates  the practice activity essential to learning retention. Compared to conventional text and exercise book activity that can be one dimensional, computer games have the major advantage of capturing peer support. Children also learn from other children. How else do they pick up the detailed operation of a mobile phone? Certainly not from their parents or the school national curriculum. So the next time see a child buried in a computer game on a PC, laptop or Nintendo take comfort this is a great way to help them learn.

Settling the class down can be eased with lesson starters; computer games that set a quiz based on the subject, or a combination of questions and clues to open the next level of the game. Some games even let the player design the next portion of the game.

The help of parents, fundamental in supporting the teacher to enhance the schooling of their children, can take the form of educational games as the easiest  entry points. Playing the same game or puzzle at home as in school is the most effective way to help. You do not to need to be proficient in the subject background and you never know how much you will enjoy the challenge. The reward can be enjoyed by the child, teacher and you.

Alistair Owens keen2learn

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Back to school! A fearsome thought for teachers, children and parents. The start of a new academic year, new class, new school, new teaching resources. Welcome back, the educational games have just started.

If you’ve been anywhere near the shops over the summer you couldn’t fail to notice the constant “back to school” promotions. They seem to start on the first day of the holiday ignoring the anguish of teachers, children and parents who dread the thought.  Surely holidays are fun and should not be confused with the slog of learning. Fun is relaxed, enjoyable and something you look forward to. School is, however, far from being fun epitomised by adverts relating to shoes, clothing and stationery!  But what if the schooling process could become filled with educational toys, games and fun?  Is this possible? Surely we should be beating ourselves up with textbooks.

We look forward to something we enjoy and tend to put off something we don’t. Most people enjoyed watching the Olympic Games where medal winners excelled through years of dedication. Hard work, hours of daily practice to improve performance proved the difference between Olympians and “also ran’s”. Above all they enjoy what they do.

Performance is dynamically measured, results seen immediately, giving elation with an improvement, and a challenge with a setback.  Determination is the key; Olympians enjoy the challenge to improve.  What about school and homework? Can school be enjoyable? Could a child’s performance at school be measured dynamically using modern facilities or has it to rely on textbooks, tests and end of term reports? The answer lies in the latest educational games where parents and siblings can join in. Modern homework can be set as a game replicating the work in progress in the classroom. Setting homework as maths games, English games or science games is “learning in disguise” providing an opportunity for the child to practice whilst enticing effective parental involvement.

The busy classroom of 30 leaves minimal time for the teacher to encourage practice in the classroom. Yet 75% of learning retention is achieved through practice. The International Olympic Committee can be compared with the national curriculum setting the competition ground rules and standards. Teachers are the team mangers but parents are the individual child’s coach. The one to one relationship giving guidance, encouragement and participation can reap huge rewards in performance improvement.

Recent research by the National Confederation of Parents Teacher Associations discovered a massive 80% of a child’s academic progress is influenced by what they do at home, and only 20% emanates from the school environment. Back with the Olympics analogy it may seem obvious that the coach has a huge influence on an individual’s performance.

Teachers and the Department for Children, Schools and Families, aware of this phenomenon, are urging parents to become more active in the schooling process. This is in no way dereliction of duty but highlights a fundamental shift in the training duties a parent or PTA can now effect. Historically, helping with homework has been difficult because the teaching resources were one dimensional. Text books induce reluctance in parents. Unwilling to interfere they are concerned they would use different teaching techniques, or may appear to struggle in the subject area in front of their children. But the modern educational games, toys and puzzles used in school by the teacher are now available for use at home.

In class these educational games take the form of board games, quizzes, puzzles, bingo, toys and software – and are ideal for home use. The short burst in a class of 30 can be extended to 30 minutes at home on a one to one in fun game. This parental involvement means that the child gets the extra time to practice.  Parents can assess progress dynamically rather than waiting for end of term reports, and children benefit from a coach at home to boost their performance back in school.

Alistair Owens Keen2learn

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Over the past 15 years, we have raised the question, “Why do you use educational games?” to our clients and workshop participants. From their feedback we have constructed a list of the ten very best reasons for using learning games. We hope these 10 descriptions will remind and stimulate you to consider learning games as a training alternative; and, then to consider one of our fine, field-tested, fun-to-play, classroom proven products.

1: Games are Fun with a Purpose
Games create a cognitive engagement between the learner and the topic in a flowing, smiling environment. Games celebrate your topic and reward individual and group achievement. Games bring fun and energy into a buoyant learning zone, but with the focus on learning.

2: Games Provide Feedback to the Learner

Learners want and need feedback on their performance. Games give them immediate feedback on the quality of their input — their successes and their errors. With the appropriate corrective feedback, this can become an invaluable learning opportunity.

3: Games Provide Feedback to the Trainer
Games provide a practice field where learners interact with the topic, demonstrating their knowledge and ability to apply the information. By observing this real-time demonstration, the trainer can adjust the subsequent level of lecture, readings and interventions, accordingly.

4: Games are Experiential

Today’s learner needs to do and to try things on her own. Games provide an environment that transforms the passive student into an active part of the learning process where she can connect her own dots and experience her own ideas. Games also remind both player and teacher that energy in the classroom is a good thing.

5: Games Motivate Learners

Games engage players and then motivate them to interact with the topic. This interaction drives players to demonstrate their understanding of the topic in a friendly contest where successes are memorable moments of shared triumph and celebration and where mistakes mean only that the learner is being stretched to his or her own limits.

6: Games Improve Team Work
Games are real-time activities that bring players into teams, demonstrate the rules and roles of working together as a team, and underscore the value of team collaboration. Games give your learners a chance to know their peers as they share the same real-time experiences, allowing for strong networking and bonding.

7: Games Provide a Less Threatening Learning Environment
Because the game format is playful, the inherent challenge of the material, even new or difficult material, is less threatening. During game play seemingly difficult questions and scenarios are “just part of the game.” And, teachers can use the window following classroom responses to build a bridge between the topic and the learner.

8: Games Bring Real-World Relevance
Games allow you to present real-world information in the form of questions, scenarios, role-plays, and so forth. In this way, players learn not only the “what,” but the “why,” of the topic from a real-world perspective. Players also observe their own behaviour and that of others during game play. Post game debriefings give insights into those behaviours in thoughtful examples observed during game play.

9: Games Accelerate Learning
Games allow you to compress your topic and demonstrated learning into shorter periods of time, accelerating the speed of learning. The visual presentation, oral interactions, and active participation of game play appeals to all of the learning styles (visual, auditory and kinesthetic), involves both the rational and experiential mind that helps players remember what they have learned.

10: Games Give You Choices for Your Classroom
Games allow you to add variety and flexibility to your teaching menus. Games allow you to do any or all of the following:

* Vary the level of learner involvement
* Vary the level of skill level and knowledge
* Customize to any size of audience, even one-on-one
* Vary the type and level of activity
* Vary the level of classroom control
* Introduce or review topics, or both
* Vary the mix of theoretical and practical information

Steve Sugar
www.thegamegroup.com

>Steve Sugar (MBA) is the President of The Game Group and the writer and teacher of learning activities and games. Steve is an Adjunct Professor of Management at the University of Maryland Baltimore County (UMBC) and has served on the faculties of The John Hopkins University, the New York Institute of Technology and the University of Maryland University College (UMUC).

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The cry of anguish from a Mother. “My daughter hates homework and it’s a struggle every week to get her to do it. I work 4 nights a week so I am limited to how much I can help in the evening. My husband has to be forced  to help her when I am at work but they disagree on so much that it becomes a battle and she gives up or he sends her to bed with nothing done!”

The mental block that can easily occur in the busy classroom frequently has little chance of easing at home.. No child actually enjoys parents and teachers being angry with them but there have always been a significant number of UK students who simply cannot retain maths properly when taught the traditional way in school.  No matter how hard they try, they require a different teaching method altogether. This is where the latest Maths games and worksheets now available for home use can make a huge difference.

Educational games played at the learning pace of the child provide an enjoyable approach that help children and parents to overcome the block to learning. Putting fun at the forefront in the parent child relationship provides a more practical rapport to coach a child through this difficult transition. Turning the block into a maths game the fear and frustration can be broken The ‘Independent Learning’ method used by ConquerMaths delivers the UK secondary maths curriculum via CDs, or online in brilliant mini-tutorials. Each lesson has its own worksheet and automatic marking that builds into personal progress summaries.  Only the essential parts of each lesson are given but the huge benefit of the system are the audio explanations explaining the theory  that are synchronised with the onscreen graphics, making the maths much, much easier to understand and take in.

Parents can relax to a large extent, because whilst providing moral support and  involvement  the ConquerMaths system  specifically recommends children get on with their homework independently. They soon enjoy being in total control as the program can be paused and  rewound to repeat sections to increase understanding, embed  facts and go over anything the child is not sure of to catch up missing knowledge from the class. It is like having a personal teacher going over the lesson with you until you understand. And parents can bring themselves up date too, if they wish!

One ConquerMaths parent, Julia Martin of Buckinghamshire writes “As a person who always found maths a serious challenge when I was at school, I have found this course to be a Godsend.  My nine year old son is flying through the tutorials and understanding everything because they are put across so clearly, in ‘bite sized’ lessons. I am no longer worried about having the ability to teach him maths – in fact, I am learning stuff I never properly understood at school by using the program myself! (I wish we’d had it in my day!)”

Building confidence in children is an essential building block in learning. The time spent in class is much shorter that most of us imagine and a busy lesson with 30 children can leave the struggling mathematician feeling isolated. Using maths games at home in a relaxed environment can pay dividends in boosting understanding, confidence and performance back in class.

Val Constable ConquerMaths    Alistair Owens Keen2learn

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The parent homework help dilemma; do you physically help or just make sure they do it? What sort of help is best for the children and the school? Why the worst option is to do nothing and how fun homework help through educational games can come the rescue.

To most children homework is a bore or chore and wastes valuable recreation time. To most parents homework help induces a degree of anxiety; can they, should they help and if so how? To teachers homework is a vital element of lesson practice that results in 75% retention in learning. Compared to the activity in class, where learning retention can hover around 50%, ( National Training Laboratory) homework has a critical role that is ironically predominately beyond a teachers control. Can it be true that one of the most significant elements of the education armoury lies largely outside of the school gates? This is comparable to a car with the turbocharger not working. The performance is limited, the car struggles to reach 70 miles per hour and the fuel consumption is much higher than it need to be.

Homework, perhaps better described as – school work at home, is the single biggest opportunity for parents to turbo charge their children’s education. Modern educational games present a breakthrough to enable parents support to be enlisted as an additional teaching resource. Research has shown that what parents do at home to support learning can account for 80% of a child’s academic success ( PTA magazine).

So how can parents and grandparents get more involved in effective homework help?

The prevailing view of homework is through text and exercise book tasks. Leaving many parents isolated and acting in an overseer role, many children gain support from their peers. Add, subtract, multiply, write a story, and read a chapter are simple tasks set by the teacher to induce the element of practice. Homework has to be set, collected and marked which amounts to a sizeable burden on a teachers’ time. It also gains more teaching time beyond the statutory minimum of 196 days a year. Expressed differently 53% of the year spent in school leaving 47% at home.

The best way to include parents is to make time spent with their children fun. Access to the maths games, English grammar and fun science projects used in school can make a real difference when also used at home. Greater interaction is possible than with conventional homework allowing parents to participate in “homework help” that avoid any conflict with manipulating homework. More importantly it avoids the parent having to be an expert in the subject area.

Educational games become “learning in disguise.” The subject areas, developed in games format introduce key elements of the subject as an interactive computer game, bingo, card or board game etc. The learning process is hidden in the fun; 30 minutes playing these games allows a child to practice maths, English, biology or history with the parent in the role of learning mentor. Witnessing a child’s performance dynamically rather than waiting for end of term or year school reports allows more timely adjustments. Ongoing guidance provided by the teacher avoids wasting precious time.

A survey of teachers in 2007 and a government report from the DCSF reveals unanimous support towards greater engagement of parents seen as crucial in the learning programme. With modern educational games toys and puzzles now available parents have the chance to rekindle their effective involvement and make a real difference to their child’s academic achievement.

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Fractions, Decimals and Percentages Are Just Coded Maths Games

I always found math to be a difficult subject to learn at school.  I put most of my failing down to the fact I sat too close to an old fashioned pot-bellied stove.  This provided a great source of warmth but also destroyed my concentration. At least I learnt to spell soporific in a written defence during a subsequent detention, but the absence of maths sense slowed the learning curve for some years. Maths was always a struggle; the pot bellied stove inflicted collateral damage but I believe the real culprit was the boring way maths was taught.

Mathematics can be described as a series of fantastic codes. Once they are broken the maths games that can be played are endless and enjoyable. The modern technique of using educational games as the base makes life far more interesting and pays dividends in the attention paid by the average child. It also allows parents to repeat say a maths game at home

Like many things in life once a code is understood the task becomes far easier. This is the case when we come across a new computer program. Initially it is hard work and intuition fights with or against the operating manual. Once mastered a host of shortcuts and shortcomings are revealed and in no time our learning curve overtakes the computer and we start to identify areas where the program could be improved.

A recent example of breaking a mathematics code appeared in the form of the crop circle in the south of England.  The intricate pattern that was pressed into a wheat field at first sight appeared as just another artistic pattern in a crop circle.  In reality it was a complex diagram that an astrophysicist decoded to reveal its meaning as a fantastic way to represent the value of pi to the first 10 significant places. Guaranteed 99% of us who looked at the crop circle failed to understand that it was a mathematics code rather than a decorative pattern.  Obviously the perpetrator knew what he was doing and set this elaborate game to challenge mathematicians.  Once the code was broken the answer was obvious.

Leonardo Da Vinci was artist and a great mathematician who used codes to set out his theories. Used by subsequent generations of scholars even today they provide educational games that require ingenuity to crack the code.  Some areas of maths have a number of different ways of expressing the same information. Fractions and percentages express similar information in slightly different form. This feature allows us to mask the details by expressing facts in a form of code.

Recently Ed balls, the schools Secretary in the UK, announced that two fifths of all secondary schools are underperforming.  He could of course have said that 40 per cent of all schools are failing which conjures up a much bigger image.  Expressing the number of schools as a fraction is code to mask the actual hard fact. He could have just also revealed the actual number, but to say that 638 schools are failing would come as quite a shock to parents of the children involved. More startling perhaps would be an announcement that there are around 1,215,000 children at these 638 schools many of whom are potentially failing at maths. That’s a much bigger number than we might associate with two fifths! Codes are designed to initially hide or abbreviate the facts. Mr Balls could be said to be masking the facts, but he has only been in the job for a few months. Let’s hope he can quickly crack the code to improve the educational performance of future generations of children in the UK.

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They say education is a lifelong journey. Difficult to comprehend when you are at school slogging through lessons and exams but learning can be greater fun when turned into an educational game. Take a practical application and apply as many subjects that have been learned in the classroom.

This morning I took a shower, a frequent occurrence I hasten to add, but today I had one of those eureka moments – a tribute perhaps to that other rather more famous bather. Have you ever thought how much science is involved in the process of taking a shower?

To highlight the point I have used the following abbreviations as each topic appeared during my ablutions.

• Biology (B)
• Physics (P)
• Chemistry (C)
• Maths (M)
• Citizenship (City)
• Psychology (Psy)
• Geography (G)
• Geology (Geo)
• English Language (Eng)

The first question to loom up is why we take a shower? The experience is functional in removing body odours created by bacteria, (B) but also physiological as it induces endorphins that help wake you up and make you feel good (Psy) Removal of body odours also makes you a little less undesirable to others nearby ( City).

The water is fed from a header tank under gravity- thanks to Newton (P) – and as I’m a devout wuss, heated. Energy is consumed to heat the water by the conversion of electrical energy into heat P). This is measured in watts, the result of multiplying volts by amperes (M +P).

Responding to marketing persuasion I have been attracted to the delights of a power shower. The increased force (P) boosts the endorphins (B) but unfortunately uses 12 times the amount of water (Geo) than the gravity shower all of which has to be heated (P ) This is draining the natural resources, literally, of water and power causing environmental concerns (forgot to add the code for the environment – that’s an (E). The availability of water depends on geography (G) and the natural storage which locally are aquifers (Geo).

Being male I have a predilection to B.o.g.o.f offers ( buy one get one free) in supermarkets and anything in blue packaging (Psy) The resultant over purchase of needless stock (M) led to a ban by my wife (City)that means all shower products used have her stamp of approval and sensible supply level.

Today’s showering experience was a cornucopia of non blue ingredients. The shampoo promised a “Fruitful Infusion” to produce a “Dazzling Shine” (Eng) from the passion flower, patchouli and vetiver ingredients(B). The conditioner provided “Tangle free hair with uplifted volume” enhancing the dazzle effect by way of a “Citrus lift”(Eng) from tangerine, lemongrass and aloe vera (B) And the rest of the body below the head was in turn subjected to “Serious pampering”(Eng) from fennel (B) and sea mineral (C) based in a silky smooth shower gel (C).

The post shower application of talcum powder, contained talc mineral (C+Geo). The deodorant, promising to maintain a “desert – dry”(Eng) atmosphere under the arms (B +G) from aluminium zirconium trichlorohydrex (C). The aftershave contained alcohol ( C).

In the space of 5 minutes I had consumed 150 litres of water, 4 kilowatts of energy (P), half an alpine meadow of additives, and drained the lot away to the water treatment works where they will use bacteria (B) to break the ingredients free from the water, and off we go again.

Taking a simple shower will seem a lot busier from now on. My shower involved 34 applications of science and learning and a lot of fun to see just how many links with education can exist.

Alistair Owens operates an educational games web site www.keen2learn.co.uk and writes on educational matters for a wide range of publications.

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