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Increasing engagement at
math online teaching
www.smartick.es
Madrid, 20th of June, 2013
Putting things in perspective. What is Smartick?
 Smartick is a math teaching web for 5 to 12 year old kids.
 Smartick methodology is based upon:
– 15 minute daily sessions.
– Adaptive content dependent on student’s performance (measured in real time).
– Maximum concentration throughout the session.

 Therefore, one of Smartick’s key objectives is to keep kids working at
their maximum skill level.
 In this sense, there are two basic elements which we have to
maximize:
– Usage, days of use of Smartick (ideally everyday).

– Concentration during the session.

At the end of the day this is the same as saying we have to maximize
kid’s engagement when using Smartick.
www.smartick.es

2
How does Smartick seek (economic & social) returns?
 In essence, Smartick is a subscription base service sold to parents at
an average price of 30 Euros per kid per month.
 Smartick is sold directly to parents concerned about their kids
education and through schools.
 Smartick is also offered to kids at the risk of social exclusion through
the Smartick social responsibility initiative.
 This makes Smartick’s returns twofold:
– Economic, through the proceeds from our client base.
– Social, in general, as we aim to enhance math literacy among kids, and in
particular through our social responsibility initiative.

www.smartick.es

3
Why do we use Gamification?
 When we decided to gamify, we had two main goals in mind:
– Improve kid’s engagement, maximizing is concentration and usage.
– Leverage on our client base as a way to promote sales through word of mouth.

 We have intended to achieve this goals through gamification at two
levels:
– Gamification during the session to foster kid’s concentration.
– Gamification after the session to foster kid’s engagement and word of mouth.

 In addition, we had to keep things as simple and clean as possible.
Gamification has to help kid’s motivation while not distracting him
from the main task, solving math exercises.

www.smartick.es

4
Intra-session gamification (during the session)

www.smartick.es

5
Intra-session gamification (during the session)

www.smartick.es

6
Inter-session gamification (after the session)

www.smartick.es

7
Inter-session gamification (after the session)

www.smartick.es

8
Inter-session gamification (after the session)

www.smartick.es

9
Preliminary results. Engagement
 Engagement has improved substantially, both in terms of usage
(4,3% increase) and in terms of concentration (31,2% increase!!)
Usage (4,3% increase)

Concentration (31,2% increase!!)

68%

55%

66%

50%

64%
62%

45%

60%

40%

58%
56%

35%

54%

30%

52%
50%

25%
Week before

www.smartick.es

Week after

Week before

10

Week after
Preliminary results. Improvement in concentration
 The following graph shows the sharp increase in the concentration.
We have measure it in terms of number of problems solved per
session. The increase has been well above our best expectations.
95
90
85
80
75
70
65
60
07/05/2013

www.smartick.es

14/05/2013

21/05/2013

28/05/2013
11

04/06/2013

11/06/2013
Preliminary results. Word of mouth
 Activity in the Smartclub has been noticeable.
– More than 2.840 invitations to join a club have been sent to Smartick members in
the first seven days (1,25 invitations per kid).
– More than 1.645 invitations accepted.

– More than 290 invitations printed for non-members.

 Whether this activity ends up translating into more and better word
of mouth, higher sales and conversion rates (from trial to
subscriptions) is still early to know.
 We are very confident that results will come, since feedback we have
received from our clients is very promising.

www.smartick.es

12
Good bye

Thank you!
www.smartick.es

www.smartick.es

13

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GWC13 - Daniel González de la Vega - Increasing engagement at math teaching

  • 1. Increasing engagement at math online teaching www.smartick.es Madrid, 20th of June, 2013
  • 2. Putting things in perspective. What is Smartick?  Smartick is a math teaching web for 5 to 12 year old kids.  Smartick methodology is based upon: – 15 minute daily sessions. – Adaptive content dependent on student’s performance (measured in real time). – Maximum concentration throughout the session.  Therefore, one of Smartick’s key objectives is to keep kids working at their maximum skill level.  In this sense, there are two basic elements which we have to maximize: – Usage, days of use of Smartick (ideally everyday). – Concentration during the session. At the end of the day this is the same as saying we have to maximize kid’s engagement when using Smartick. www.smartick.es 2
  • 3. How does Smartick seek (economic & social) returns?  In essence, Smartick is a subscription base service sold to parents at an average price of 30 Euros per kid per month.  Smartick is sold directly to parents concerned about their kids education and through schools.  Smartick is also offered to kids at the risk of social exclusion through the Smartick social responsibility initiative.  This makes Smartick’s returns twofold: – Economic, through the proceeds from our client base. – Social, in general, as we aim to enhance math literacy among kids, and in particular through our social responsibility initiative. www.smartick.es 3
  • 4. Why do we use Gamification?  When we decided to gamify, we had two main goals in mind: – Improve kid’s engagement, maximizing is concentration and usage. – Leverage on our client base as a way to promote sales through word of mouth.  We have intended to achieve this goals through gamification at two levels: – Gamification during the session to foster kid’s concentration. – Gamification after the session to foster kid’s engagement and word of mouth.  In addition, we had to keep things as simple and clean as possible. Gamification has to help kid’s motivation while not distracting him from the main task, solving math exercises. www.smartick.es 4
  • 5. Intra-session gamification (during the session) www.smartick.es 5
  • 6. Intra-session gamification (during the session) www.smartick.es 6
  • 7. Inter-session gamification (after the session) www.smartick.es 7
  • 8. Inter-session gamification (after the session) www.smartick.es 8
  • 9. Inter-session gamification (after the session) www.smartick.es 9
  • 10. Preliminary results. Engagement  Engagement has improved substantially, both in terms of usage (4,3% increase) and in terms of concentration (31,2% increase!!) Usage (4,3% increase) Concentration (31,2% increase!!) 68% 55% 66% 50% 64% 62% 45% 60% 40% 58% 56% 35% 54% 30% 52% 50% 25% Week before www.smartick.es Week after Week before 10 Week after
  • 11. Preliminary results. Improvement in concentration  The following graph shows the sharp increase in the concentration. We have measure it in terms of number of problems solved per session. The increase has been well above our best expectations. 95 90 85 80 75 70 65 60 07/05/2013 www.smartick.es 14/05/2013 21/05/2013 28/05/2013 11 04/06/2013 11/06/2013
  • 12. Preliminary results. Word of mouth  Activity in the Smartclub has been noticeable. – More than 2.840 invitations to join a club have been sent to Smartick members in the first seven days (1,25 invitations per kid). – More than 1.645 invitations accepted. – More than 290 invitations printed for non-members.  Whether this activity ends up translating into more and better word of mouth, higher sales and conversion rates (from trial to subscriptions) is still early to know.  We are very confident that results will come, since feedback we have received from our clients is very promising. www.smartick.es 12