Prodigy Education
Prodigy Education, Inc., formerly Prodigy Game, is a Canadian educational technology company focused on game-based learning. Its co-CEOs and founders are Alex Peters and Rohan Mahimker.[1] It is the developer of the 2011 and 2022 educational video games Prodigy Math, a roleplaying game where players solve math problems to participate in battles and cast spells, and Prodigy English, a sandbox game where players answer English questions to earn currency to gain items. Although each game is standalone, both are accessible through a single Prodigy account. The games are widely used in schools. Prodigy has attracted criticism due to excessive in-game advertising for membership and the freemium aspects of their games.[2]
Formerly | Prodigy Game |
---|---|
Industry | Educational video games |
Founded | 2011 |
Founder | Alex Peters Rohan Mahimker |
Website | https://prodigygame.com |
Prodigy Math
Prodigy Math or Prodigy Math Game is an educational fantasy massively multiplayer online role-playing game (MMORPG) released in 2011 by Prodigy Education. The player takes the role of a wizard, who, whilst undertaking quests to collect gems, must battle against the Puppet Master. These quests usually involve battling monsters in different areas of the in-game map. To participate in these quests, players must correctly answer math problems to cast spells. Prodigy Math was released in 2011.[3][4]
Development
The game began development as a school project by University of Waterloo engineering students Rohan Mahimker and Alex Peters.[5][6] Mahimker sought to address, in part, what he saw as the lack of appeal of most educational software aimed at children. Mahimker and Peters published Prodigy initially under the label of SmarTeacher, Inc.[5] Mahimker and Peters initially focused on utilizing biometrics and facial recognition software to personalize the educational experiences of students, but they later abandoned the focus on hardware to focus more on the in-game software.[6]
Gameplay
Teachers can use the game to assign homework and monitor students. The game sells players items that they can use to customize their avatar, and has a "paid premium" membership level. The game uses a turn-based battle system. Prodigy Math integrates math exercises into its gameplay.[6] The game borrows concepts from Pokémon and World of Warcraft.[5]
Plot
The player controls a wizard, which is the main protagonist of the game, in a place called Prodigy Island. The game initially starts with a short tutorial, where the wizard is shown sleeping in a house. A fairy named Noot wakes up the wizard and takes them out of their house, telling them that they have to go to the Academy, a school where wizards are trained to cast spells.
On the way to the Academy, the wizard encounters a monster. Noot teaches them how to use magic to defeat the monster. To cast spells, the player has magic points with a maximum of 2 at a time, when all are used up the player must answer a math question to refill it back to two again. After defeating that monster, the wizard encounters a set of 5 monsters to choose from to use as their first "starter" pet. Monsters, when caught and trained, can also be controlled by the player; they can cast spells and attack in battles with other wizards and/or monsters.
When Noot and the wizard reach the Academy, the wizard first encounters the Puppet Master, the main antagonist of the game. The Puppet Master then proceeds to attempt to destroy the five Warden Keystones, but instead scatters the stones across Prodigy Island. The Keystones allow the five elemental towers (places where students can learn different elements of magic) in the Academy to stay open, so as soon as the Puppet Master attempts to destroy the Keystones, the towers are locked. It is then the player's mission to travel to the five elemental subareas within Prodigy Island (Firefly Forest, Shiverchill Mountains, Bonfire Spire, Skywatch and Shipwreck Shore) to find these Warden Keystones and return them back to the Academy.
Growth and reception
In 2013, Mahimker claimed that the game's playerbase was growing at a monthly rate of approximately 50 per cent.[5] By January 2021, Prodigy Math had about 100 million registered users and nine million active monthly users, its growth affected by the need for distance learning caused by the COVID-19 pandemic.[6]
In February 2021, Fairplay, an American advocacy organization, criticized the "freemium" model of Prodigy Math, stating that the models are "manipulative" and "promote inequity".[2][7][8]
Research
According to the Johns Hopkins University, students in fourth grade were more likely to score higher on standardized assessments if they used Prodigy more extensively.[9]
Prodigy English
On April 21, 2022, Prodigy English was launched for grades 1 to 5. According to Prodigy Education, the new game encouraged players to "build their own online world, collecting supplies and exploring an exciting and interactive environment while learning curriculum-aligned English skills."[10]
Criticism and controversies
Criticism of premium model
In February 2021, Fairplay, formerly the Campaign for a Commercial-Free Childhood, an American advocacy organization, submitted a complaint to the Federal Trade Commission regarding the premium model of Prodigy Math. The organization stated that "[while it] does cost nothing for schools to implement Prodigy, the in-school version encourages children to play at home" and that "And when children play at home, they are met with a steady stream of advertisements promoting a 'premium annual membership' that costs up to $107.40."[2][7][8]
James Bigg, a spokesman for Prodigy Math Game, responded to these allegations by stating in an email interview that the game notifies players about memberships "from time to time". Furthermore, Bigg has stated that "[Prodigy Education looks at] this responsibly and sparingly so it does not detract from the free game play experience or educational quality. ... [they] do not pressure users into upgrading."[11]
References
- Vermond, Kira (September 21, 2021). "Education has just been transformed overnight". Toronto Star. Archived from the original on June 23, 2022. Retrieved June 23, 2022.
- Hern, Alex (February 19, 2021). "Maths app targeting UK schools is criticised over premium mode". The Guardian. Archived from the original on June 23, 2022. Retrieved June 23, 2022.
- "Five computer games based on maths that kids will love". Government of New South Wales. Archived from the original on June 24, 2022. Retrieved June 24, 2022.
- Linn, Susan (September 13, 2022). Who's Raising the Kids?: Big Tech, Big Business, and the Lives of Children. New Press. ISBN 9781620972281.
- Serebrin, Jacob (April 19, 2013). "Outdated education model opens doors for tech firms". The Globe and Mail. Archived from the original on November 22, 2022. Retrieved November 22, 2022.
- Silcoff, Sean; O'Kane, Josh (January 12, 2021). "Oakville maker of Prodigy math game to hire 400 after raising $159-million from U.S. private equity". The Globe and Mail. Archived from the original on November 21, 2022. Retrieved November 21, 2022.
- Solon, Olivia (February 19, 2021). "Child protection nonprofit alleges 'manipulative' upselling with math game Prodigy". NBC News. Archived from the original on June 23, 2022. Retrieved June 23, 2022.
- Lucas, Johnson (June 14, 2022). "Why freemium software has no place in our classrooms". The Conversation. Archived from the original on June 23, 2022. Retrieved June 23, 2022.
- Morrison, Jennifer; Risman, Kelsey; Reilly, Joseph; Eisinger, Jane (January 2020). "An Evaluation of Prodigy: A Case-Study Approach to Implementation and Student Achievement Outcomes". Johns Hopkins University. Archived from the original on October 20, 2022. Retrieved April 12, 2023.
- Kuykendall, Kristal (April 21, 2022). "Maker of Prodigy Math Expands Into Literacy Learning With New Prodigy English Game". THE Journal. Archived from the original on April 12, 2023. Retrieved April 12, 2023.
- Klein, Alyson (February 23, 2021). "Popular Interactive Math Game Prodigy Is Target of Complaint to Federal Trade Commission". Education Week. ISSN 0277-4232. Archived from the original on April 12, 2023. Retrieved April 12, 2023.