presented as the type of game that young people would choose to play. It is full of action,

excitement, and the type of fun they would expect from a non-educational game.

However, this game is the first of its kind, in that young people will

be obliged to learn a very significant (not token!) amount of primary-to-GCSE maths in order to progress.

This learning is intrinsically bound to the game, such that all the desirable gaming

content of the game is only accessed by performing in the educational components.

Beyond the first training level, players will spend a very large proportion of their 'playing' time

absorbed in learning and solving mathematical problems, however their motivation and mindset will

be that of enjoying a 'proper' computer game.

For schools and parents, this represents a method of teaching or reinforcing knowledge within

an environment that will totally focus and motivate young people, for very long

periods of time if required - just like the attention span they give to 'proper' computer games.

Players do not need to be good at gaming, the educational components are equally present

whether they are whizzing through the levels, or going as slowly as they like.

Teachers may select topics for each young person to focus on, according to their

ability. When questions are posed, the user can steer the questions to the topics desired.

Its not just testing, its teaching too. If a question is answered wrongly, the game supplies

information for the player to absorb, so they can learn, and get it right the next time.

The game doesn't overtly force the player to absorb the information, but their gaming

progress depends on it, so they want the knowledge as part of their gaming experience.

A question is not considered successfully answered until it has been answered correctly

without wrong answers or guesses. A teacher can press F6 at any time to see statistics of how

the player is doing with the questions. Topics will be added all the time - current topics are :

MULTIPLY BY 0,1,2 SQUARE ROOT SEQUENCES PRIME NUMBERS

SHAPES AND ANGLES FACTORS MULTIPLY BY 10 CUBE ROOT

INTEGERS MEAN AVERAGE DECIMAL PLACES PERCENTAGES

MULTIPLY BY 5 MEDIAN AVERAGES CONGRUENT TRIANGLES CONVERSIONS

MULTIPLY BY 4 MODE AVERAGE SIGNIFICANT FIGURES QUADRILATERALS

MULTIPLY BY 8 FORMULAE SIMILAR TRIANGLES AREA OF A RECTANGLE

MULTIPLY BY 3 SOLVING A FORMULA 1 VECTORS 1 PERIMETER

MULTIPLY BY 9 SOLVING A FORMULA 2 VECTORS 2 VOLUMES

MULTIPLY BY 6,7 SOLVING A FORMULA 3 VECTORS 3 POWERS

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