ÍNDICE
About Blueberry
Blueberry is a game in which students practice maths in order to improve in this subject.
All exercises are aligned and in accordance with the levels and requirements of the curriculum design.
With a base in gamification concepts, we blend technology with the best practices of neuroscience to optimize student learning through personalization. We aim to measure whether concepts have been mastered by reinforcing them through spaced practice to build robust knowledge that lasts over time.
Robust knowledge is what we have learned that:
- Lasts over time: It is retained over a long time (months or years).
- Is transferable: Knowledge that can be applied to other situations or scenarios in which we have learned it.
- Accelerates future learning: When we face similar problems in the future, this robust knowledge allows us to acquire new knowledge more quickly.
How do we acquire robust knowledge?
- Evoked practice: When we are learning, the method that generates the best results is when we 'force' the brain to remember, to practice what has just been studied. Blueberry offers contextualized exercise engines.
- Forget to learn: Blueberry individually manages the personalized dose per student: we know what the learner needs to practice. It also manages the forgetting curve so that knowledge lasts longer.
- Mixed Practice: Blended Related Content Practice > Block Practice. Problem: Content is not traditionally designed this way. Blueberry: We mix activities within the same lesson.
- Desirable difficulty: The level of difficulty is adjusted to each student. At Blueberry we adapt the cognitive load of the activity, tailoring it to the student's level.