BEAT THE CLOCK- ANDROID APPLICATION TO MEASURE THE LEVEL OF LOGICAL THINKING AND DEVELOP THE SPEED OF MATH RULES OF ELEMENTARY STUDENTS


Tharaka Devindi Madarasinghe
Department of Computer Science, University of Wolverhampton, Wolverhampton, United Kingdom
Abstract
Integrating digital technology into the educational process has significantly transformed traditional teaching and learning paradigms, offering more engaging and interactive methods. However, many young learners face challenges balancing academic responsibilities with extracurricular activities and often find conventional book-based learning unappealing. This paper proposes an innovative Android-based educational game, Beat the Clock, designed to enhance the teaching-learning process by merging education with entertainment. The game incorporates multiple levels targeting logical reasoning, mathematical proficiency, and general knowledge, supported by a robust performance measurement algorithm. Unlike existing educational games, Beat the Clock diversifies its scope to include languages, general knowledge, and other cognitive skills, thereby fostering holistic development. Additionally, the game provides performance summaries to assist parents in identifying their child’s strengths and weaknesses, enabling personalized learning strategies. By gamifying education, Beat the Clock aims to make learning an enjoyable and effective experience, revolutionizing traditional methods.
Keywords: Logical Thinking, Gamified Learning, Android Game, Mathematics Education, Toddlers
Journal Name :
EPRA International Journal of Research & Development (IJRD)

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Published on : 2024-12-17

Vol : 9
Issue : 12
Month : December
Year : 2024
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