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Prodigy – Rohan Mahimker & Alex Peters

By lanehardy on October 2, 2015

banner-dragons-den-photo

Prodigy is an online-based math game for grades 3-8. It is stylized after a Pokémon-like RPG, where students answer math questions to successful attack and capture monsters, as well as perform quests for gold and equipment. The game has moved on to more of a MMORPG model where students can select servers to meet up with friends and trade equipment and collectables.

It was founded in 2011 by University of Waterloo students Rohan Mahimker and Alex Peters. Both co-founders were enrolled in the Mechatronics Engineering program. Mahimker stated that research shows that students’ engagement levels by grade 9 are about 37% – a big drop from Kindergarten where engagement levels are around 90%. With this in mind, they set out to create a program that would increase engagement in the math domain. The game also is based upon the reactions/answers of the user to increase/decrease the difficulty levels of the math questions asked. It includes student analytics and the ability to control questions and topics by the teacher.

Mahimker and Peters received a $50,000 grant from the Canadian federal government to develop the game. The two appeared on Dragon’s Den in 2012 to try to raise a further $120,000 for 12% equity. They left without a deal after being countered with $120,000 for 50% equity.

According to Crunchbase.com, the company as of August 2014 does not have a current valuation, but has raised $1 million in venture capital through unspecified means. The game is currently free, however players can opt to join the Membership program for $9 per month or $60 per year. The team has 9 members, ranging from marketing to game design to web development.

On a personal level, I use this online program with my elementary classes. I have had students from grade 1 to grade 6 enjoy this program, and they can sometimes spend 10 hours on a weekend answering math questions! While I do not condone that amount of screen time, I find the engagement level high, they are never bored with the game (especially with the constant updating of game play) and math skills are easily tracked, in which I know what topics they need more attention on. The game includes all the math manipulatives one would need to be successful, which is a big bonus to students who need to learn with hands-on materials.

Crunchbase. Prodigy game. Retrieved from: https://www.crunchbase.com/organization/prodigy-game#/entity

Gard, T. (2013). The mindshare learning report: Quick review – math made fun: Prodigy. Retrieved from: http://mindsharelearning.ca/2013/10/02/the-mindshare-learning-report-quick-review-math-made-fun-prodigy/

Mayer, T. (2012). No deal on Dragon’s Den for software developed with Brock students’ help. Retrieved from: http://www.brocku.ca/brock-news/2012/11/no-deal-on-dragons-den-for-brock-developed-software/

Prodigy game. Become a Prodigy member. Retrieved from: https://prodigygame.com/Membership/

Vialogues. EdLab groundbreakers: Rohan Mahimker, founder of Prodigy game. Retrieved October 2, 2015, from: https://vialogues.com/vialogues/play/12896/

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4 Oct Posted on Prodigy – Rohan Mahimker & Alex Peters

This is also my first time that I have heard of this program. As it is free, I am going to use it with my struggling grade nine students tomorrow that range from a grade 3 to 6 math level. I would need to make a much closer look if I had to pay for it for my students through.

4 Oct
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Rose Lapointe @rosejl

This is also my first time that I have heard of this program. As it is free, I am going to use it with my struggling grade nine students tomorrow that range from a grade 3 to 6 math level. I would need to make a much closer look if I had to pay for it for my students through.

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4 Oct Posted on Prodigy – Rohan Mahimker & Alex Peters

Great outline of the program! Being the first time that I've heard about this program, I am impressed by the statistics that push toward the proficiency of students engagement and understanding in interacting with mathematical content. Both Rohan Mahimker and Alex Peters seem to have a firm understanding in the development of online educational software supported in credibility thanks to the fifty-thousand dollar grant provided by the Canadian Federal government. Although not an entirely new concept trying to motivate student engagement through personalized and game-driven software, Mahimker and Peters seem to have accessed a unique niche providing educators and students a medium of interaction that is meaningful and engaging. In addition, I believe that Mahimker and Peters have identified, at least in my own professional position, the pain point for several Canadian educators. Educators across Canada (and not all I am sure but this does seem to be affecting several across the country) are limited to software and servers that are Canadian based. This is due to privacy issues of students and storing information in areas that have different privacy laws. This program seems to address this problem in creating a platform in Canada. Both Mahimker and Peters are strong leaders of entrepreneurship in education software through a keen understanding of student engagement and teacher needs.

4 Oct
1 Thumbs Up!
laura hall @laurahal

Great outline of the program! Being the first time that I've heard about this program, I am impressed by the statistics that push toward the proficiency of students engagement and understanding in interacting with mathematical content. Both Rohan Mahimker and Alex Peters seem to have a firm understanding in the development of online educational software supported in credibility thanks to the fifty-thousand dollar grant provided by the Canadian Federal government. Although not an entirely new concept trying to motivate student engagement through personalized and game-driven software, Mahimker and Peters seem to have accessed a unique niche providing educators and students a medium of interaction that is meaningful and engaging. In addition, I believe that Mahimker and Peters have identified, at least in my own professional position, the pain point for several Canadian educators. Educators across Canada (and not all I am sure but this does seem to be affecting several across the country) are limited to software and servers that are Canadian based. This is due to privacy issues of students and storing information in areas that have different privacy laws. This program seems to address this problem in creating a platform in Canada. Both Mahimker and Peters are strong leaders of entrepreneurship in education software through a keen understanding of student engagement and teacher needs.

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4 Oct Posted on Prodigy – Rohan Mahimker & Alex Peters

I admire that their ability identify a problem in education, in this case low engagement in math, and develop of a solution that appeals to that specific audience. When I heard about this game a few years back; however, I recall that the game was compatible with bio-sensor wristbands. Data collected from game play and these wristbands can help detect player boredom, excitation, frustration and engagement and allow the game to better adapt its content to meet individual learner needs. I’ve done a little searching and haven’t been able to find any recent articles or information on game play with the wristbands. I’m curious as to where Prodigy is in its journey with them. It seems when they started the company, there was a lot of publicity around its adaptive learning design but the more recent articles focus more on its MMORPG design. Although I have concerns about the wristbands’ marketability to the general student population, I could see their use in special education and their value in game and adapted learning design. I commend these young men for coming up with this blend of emerging trends (gamification, adapted learning) am curious to see where it goes. Source https://www.edsurge.com/news/math-product-tackles-adaptive-learning-with-sensors

4 Oct
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silver @silver13

I admire that their ability identify a problem in education, in this case low engagement in math, and develop of a solution that appeals to that specific audience. When I heard about this game a few years back; however, I recall that the game was compatible with bio-sensor wristbands. Data collected from game play and these wristbands can help detect player boredom, excitation, frustration and engagement and allow the game to better adapt its content to meet individual learner needs. I’ve done a little searching and haven’t been able to find any recent articles or information on game play with the wristbands. I’m curious as to where Prodigy is in its journey with them. It seems when they started the company, there was a lot of publicity around its adaptive learning design but the more recent articles focus more on its MMORPG design. Although I have concerns about the wristbands’ marketability to the general student population, I could see their use in special education and their value in game and adapted learning design. I commend these young men for coming up with this blend of emerging trends (gamification, adapted learning) am curious to see where it goes. Source https://www.edsurge.com/news/math-product-tackles-adaptive-learning-with-sensors

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4 Oct Posted on Prodigy – Rohan Mahimker & Alex Peters

I believe that Rohan Mahimker and Alex Peters are strong role models for entrepreneurs, as they are motivated, perseverant, resourceful motivated and believe in themselves, and in their project. These characteristics are made apparent by their encounter with Dragon's Den and subsequent funding initiatives. They know their market very well: they attract young learners by adding the gamification component and attract teachers and parents by providing individualized learning experience. They have clearly identified a pain point in the educational system and have planned out their venture very carefully to fill this need,

4 Oct
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danielle couture @dcouture

I believe that Rohan Mahimker and Alex Peters are strong role models for entrepreneurs, as they are motivated, perseverant, resourceful motivated and believe in themselves, and in their project. These characteristics are made apparent by their encounter with Dragon's Den and subsequent funding initiatives. They know their market very well: they attract young learners by adding the gamification component and attract teachers and parents by providing individualized learning experience. They have clearly identified a pain point in the educational system and have planned out their venture very carefully to fill this need,

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4 Oct Posted on Prodigy – Rohan Mahimker & Alex Peters

Rohan and Alex seem to have come up with a great idea and have a vision to see it successful. The gamification of math using a medium kids enjoy is not a new concept, but their implementation seems to be creative and high quality. In terms of education and business experience, it doesn't appear that either would possess overly impressive resumes. What does speak volumes as to their business savvy is the refusal to accept the Dragon's Den deal. These two are clearly motivated, focused and refuse to sell out. While neither fit the traditional model of a 'business man,' these two possess the innovative spirit to see things happen. With the proper support from a carefully picked board of directors, I could see Prodigy growing its user-base substantially.

4 Oct
0 Thumbs Up!
Caleb @poolec

Rohan and Alex seem to have come up with a great idea and have a vision to see it successful. The gamification of math using a medium kids enjoy is not a new concept, but their implementation seems to be creative and high quality. In terms of education and business experience, it doesn't appear that either would possess overly impressive resumes. What does speak volumes as to their business savvy is the refusal to accept the Dragon's Den deal. These two are clearly motivated, focused and refuse to sell out. While neither fit the traditional model of a 'business man,' these two possess the innovative spirit to see things happen. With the proper support from a carefully picked board of directors, I could see Prodigy growing its user-base substantially.

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