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A new way to learn math

Effort, yes. Higher authority, no. This could summarize the spirit of Sangakoo, a new initiative for learning mathematics via the Internet that was born in Barcelona. The method, based on a social network, promises to convert mathematics into an intellectual game that is addictive for its users. This approach stands out from both traditional systems of mathematics as well as those which try to sell learning them as "fun."

MICHELE CATANZARO | SEPTEMBER 6TH, 2010


“Math is like music: if you strive to practice your scales, later you will enjoy it much more when you play. In mathematics it is the same: effort and pleasure are directly related,” said Enrique Gracian, mathematician and creator of Sangakoo, a platform for learning mathematics on the Internet developed over the course of the last three years in Barcelona. The platform was just released this summer in Catalan, and there are plans to soon have a version in English, in addition to the already existing Spanish version.

Users learn how to create problems

Sangakoo a social network where users learn math in a collaborative manner. Unlike traditional methods, this approach does not focus on the explanation of content or ready-made solutions to problems. Above all users learn how to create problems. The system is designed so that users come up with problems for others to solve. No teachers or higher authorities are there to give grades or deem students’ performances as excellent or poor. Each user is simultaneously teacher and student.

Sangakoo is promoted by a capital investment company and McGraw-Hill publishers. It has already been tested with a hundred people at various schools. The Instituto Costa i Llobera and the Sounion school, both located in Barcelona, have already asked to give it a trial run. For the individual user, the system costs 15 cents a day or 7 euros a month.

The user learns math in a collaborative manner, acting both as a teacher and student at the same time
From the very beginning,
Gracian said, Sangakoo was never intended to motivate users or bring mathematics closer to everyday life. “Mathematics are not fun, they are interesting: you have a good time because you get hooked,” he said. “The joy of mathematics is restricted to very few, yet it is accessible to everyone,” he said.. “To approach them, you just have to make the effort of trying to understand.”

Shifting the focus from motivation to effort does not respond to an elitist or traditional perspective. On the contrary, Gracian pointed out that the method is accessible to everyone who can read and write. It is anonymous; it avoids the sense of humiliation associated with errors, and replaces authority with collaboration.

The potential audience is huge, according to Gracian. For example, it can reach adults who want to make up for gaps in their knowledge dating back to high school all the way to immigrants from different educational systems.

Collaborative learning, the great potential of social networks

Sangakoo is a method designed for the Internet that could not exist outside the Web. “The first train cars looked very similar to stage coaches: it took decades to stylize the design and understand that a train car was different from a carriage,” said Gracian. “Similarly, today we see a lot of courses designed to be published on paper that are uploaded to the Internet.” According to the mathematician, it is not enough to turn a book into a PDF, a website or a DVD.

“The text books we grew up with are enough to learn math, but new technologies give the possibility to better organize your form of study,” he explained. “Thinking aloud,” i.e. learning to work with others, is the great potential Gracian sees in the Internet.

The team that designed Sangakoo steered clear of a cluttered look for the platform. “The most successful social networks have a rather poor interface,” said Gracian. “The important thing on the Internet is what happens.” Perhaps, in the world of mathematics on the Web, something is starting to happen.

A CUSTOMIZED METHOD
The Sangakoo team highlights these features:

-Accessibility: the user does not need any prior knowledge other than the ability to read, write and surf the Internet. The method contains a range of levels from basic math to first year university courses.
-Collaboration: learning mathematics “thinking aloud”, i.e., by correcting the mistakes of others and receiving correction.
-Creativity: the focus is on creating problems and new questions.
 -Anonymity: the use of nicknames can overcome the shame and fear of making mistakes.
-Personalization: each user’s activity is recorded, providing a clear measurement of his or her progress.

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