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Education is one of the necessities of mankind. It provides an individual the knowledge he/she needs in life.

Since ancient history, people spread knowledge through scriptures and storytelling; and somehow passed on its stock of values, traditions, methods and skills to the next generation (Kendall, Murray, & Linden, 2004). Education allows individuals to choose a fulfilling job, to shape the society around them, to enrich their inner life (Department for Education of Great Britain, 2010). Because of this, students must exert effort in order to attain a good educational background. Education is one of the key struggles of modern times in different parts of the world (McCulloch, 2011). One of the subjects that students struggle with is Mathematics since many people experience difficulties with it (Dowker, 2004). One of the reasons is the lack of interest according to a survey conducted by Raytheon Corporation (“Why Do So Many Of Us Hate Math?”,, 2013). This is often caused by starting with the practice and drill of a bunch of skills called Arithmetic— and instead of promoting inventiveness, students focus on preventing mistakes (Minsky, 2008). Because of this, students’ life can be hectic and resort to learning methods with the assistance of technology (Lundin A., “Technological addiction suppresses student success”,, 2013). On the other hand, technology continues to develop alongside education. With that, students may able to use technology for educational purposes. Students today are considered "Digital Natives" who were born and raised in a digital environment and inherently think different because of this exposure to technology (Gu, Zhu, & Guo, 2013). This can be done through the use of computer games. People can collectively solve large-scale computational problems in computer games and such games constitute a general mechanism for using brain power to solve open problems (von Ahn, L., 2006). Using computer games, mathematics can be taught to students with ease. This will make the students apply their mathematical knowledge and enjoy at the same time. Students will also develop strategic thinking and saves teachers time in teaching (“Math Games and Activities”,, 2010). Also, students who played the games in their classrooms and school labs reported greater motivation compared to the ones who played the games only in the school labs (Kebritchi, Hirumi, & Bai, 2010). These games can also be beneficial in mobile apps since mobile apps are faster and more accessible (“Benefits of Apps”,, 2013).