The cool part about Sokikom, which sets it apart from other cool animated, learning gameslike MindSnacks is that it’s a MMO, allowing an entire class of students to play the same math game in realtime, where half of the class on the Red Team, and the other is on the Blue Team, for example. The teams can play a game for three minutes, in which the one with the highest cumulative score wins. Patel says that, beyond being fun for students, it actually has utility in terms of improving the learning experience.
MMOs are, by nature, social, so rather than the typical classroom scenario where the more advanced students can actually help other students get up to speed, the idea is to create an experience where students help each other learn math naturally to help lead their teams to victory. In addition, the fact of the matter is that math can be a little dry (sometimes an all out Snooze Fest), and it’s tough to get young students excited about it and motivated to study its core concepts. But Sokikom has found in classroom tests that students care more about how they perform in game settings because they feel that they can be active contributors to the success of the team. That means higher motivation, thanks to serving the bitter Math pill with a more sugary coating.
The other piece of Sokikom’s equation, which teachers (and users) can set up separately from its math program (read: Game world) or use in combination, is its classroom management tool.Tackling the same problem as startups like ClassDojo, Sokikom helps teachers try to get rowdy classrooms under control by, simply put, reinforcing positive, in-class behavior. When students aren’t acting a-fool, the service allows them to earn “class cash” that they can spend on virtual rewards in its game world.