The Development of an iPad Version of "Math-Speed"
Tomohide NAKAJIMA
Kansai University, Japanlaughmaker0108@gmail.com

Abstract: In recent years, Gamification is very important word in educational field. Gamification
provide the joy and motivation. Gamification is suitable to education. Therefore, many materials andsystems developed base on Gamification. Thus "Math-Speed" is developed. It is card game asmathematical material base on Gamification. It is a lot of good effect on students. However, "Math-Speed"
has some problem. For example, can't check wrong calculation when playying "Math-Speed". Theseproblem will solved by computer. This paper aims to develop an iPad version of "Math-Speed".
Keywords: Learning materials, Development, Tablet, Application ,Gamification

BackgroundIn recent years, Gamification is becoming a buzzword and it is beginning to be utilized in theworld of education. In general, Gamification is defined as the "idea, design and mechanics ofgames that are used for services and social activities of non-gaming" (Inoue 2012). Gamification
has some elements. These are "Sanguinely", "Productivity of bliss", "Sociality" and "Narrativity"(Nikkei, 2011). For example, in the "Medal System," the user can get a medal when the user
achieves certain tasks and certain results. In the "Ranking System," users can compare theirresults with others. In the "Results Graph System," users can confirm their own activity-records.
In addition, Inoue(2012) has a "mechanism of determining the (reward) elements of theboundary line and extrinsic-motivation, such as driving the intrinsic-motivation" of thesefeatures.
As an example utilizing Gamification in education, Shinkenzemi has offered home learning
services such as "Pocket Challenge" (Omori 2012). In addition Kishimoto(2013) designed auniversity class based on Gamification. The practice of gamification has some effects that "canhelp student concentrate more on learning" (Omori 2012). In Japan, many students thinklearning mathematics is difficult, but when they use gamification, they "psychological hurdle" islowered and they can learn difficult mathematical concepts (Omori 2012).
In addition, Murakawa (2012a) develop the "Math-Speed" is that combine number cards, tomake a number using arithmetic oprerations for "mathematics" in elementary school.
"Math-speed" was accepted favorably to children because Ninety-six percent of the children, whoused "Math-Speed," respond on a questionnaire that they enjoyed gamification (Murakawa2012a). In addition, students understood the concept of prime-numbers through division(Murakawa 2012b).
However, "Math-Speed" has some problem. First, student can't check wrong calcularion. They
proceed the game without remediation the mistake. Second, theacher can't check the process ofcalculation. Last, students cannot notice when students cannot make a STOCK number because
there are many combinarions of number.
These problem will solved by computer. It is not wrong calculation, can store a lot of logging
and can test the combination of myriad.
This paper aims to develop the an iPad vertion of "Math-Speed"

Development
Designed application have some characteristic to solve problem of "Math-speed card game".
1.Can check wrong calculation
2.Player can notice when player can't make an answer.
3.Can memorize the a lot of logs.
This development use the "Xcode". It is popular development-environment of developing iOS
application.

Figure. Image of development

Reference
Inoue.(2012). Gamification <Game> change business.NHKNikkei.(2011)."Gamification" better society in the game.
Omori.( 2012). Utilize-research of the media and game in educational service.
Murakawa. (2011a). The Development and Effect of a Card Game-Based Learning Tool “Math-speed Game”
Murakawa. (2011b). Research of the Acquisition Concept of Prime Numbers Using the Math-speed
Kishimoto.(2013).Possibility of University Education based on Gamification.