It’s all about Culture
Building a Culture of Success! Giving kids the confidence to learn.
Math is the most intimidating subject that gives students anxiety. Often times they withdraw and think they are just stupid. We know they aren’t and need to bring them back to success. Fluintcy not only focuses on the “Success Zone” but also to build a team culture of success to help students realize that they can learn and become proficient in Math. Utilizing 9 scientific principles we create an environment that maximizes their learning and motivation, creating permanence in their skills development.
Read about how we repair missing or broken rungs of their academic ladder in Secondary students here.
See Our Kids in Action!
Daroni is a Math Monster
Daroni, a 4th grader, started the year only able to count on his fingers but he found a new love with the success of Fluintcy. Now he's blazes through math problems at 70 per minute at 100% correct. The video above was taken during our first limited 2 month pilot. This next video shows him the following year at a much higher level. https://youtu.be/GqGqfneXJlw
Here he is being the first student to encounter our word problem item bank. http://youtu.be/M2QCizH7Xbc
Class Goal +
Real Time Feedback
The Leaderboard = Positive Interdependence
Leaderboards in education are often taboo, but when done right they can be a powerful motivator. By setting a class goal, students answer math problems and contribute their own points, creating positive interdependence. The red bar moves across the screen, turning yellow, green and finally blue as the class reaches the objective. Individual accountability is represented by color bars next to each name, which indicate the customized points each participant must contribute based on their ability and past performance. By the end of the 15 minute session all students reach both the individual and team goals, practicing the volume necessary to gain fluency and lasting confidence.
Amp the Mind - 10 Minutes Warms up the Brain
At the start of bell, execution is simple and takes only 3 steps.
Step 1 - Teacher projects leaderboard and clicks on auto goal. Points are calculated to set class and individual goals for approx 15 minutes.
Step 2 - Students log in and click on "Start Game"
Step 3 - Monitor leaderboard and watch for negative trending to help struggling students.
Students do this every day or every other day and will be more receptive to their regular math lesson.
When we introduced this program to a class of 4th graders, the teacher identified one student who will be "challenging" to us. When he started, he was very hesitant but once he realized there was a competitive element, he started getting into it. With our program adapting to his level, he experienced success for the first time and ended up smiling as he answered math problems, doubling his original goal of 400 points. This teacher said it was a miracle.
"This is FUN, not WORK!"
"Our third grade students had the highest daily average attendance in the month of November and met our tribal goal of 93% attendance. No other grade level on my campus met the goal." – Wanda Burton Principal Sacaton Elementary
Cultural success at a Native American school in AZ. Principal Wanda Burton at Sacaton Elementary speaks to how students take pride in their math work now and how they are individually data driven to their goals.
"I can't believe I'm doing that automatically now, I never could subtract negatives” High School students speak about their experience and how it helps their brain flow before going into conceptual learning.
Originally designed for K-6, Fluintcy found a home in this alternative high school where the teacher found high levels of engagement that helped kids amp up their brain and identify gaps in standards skipped in K-6.
My students actually apologized for going home and doing an hour of math!!! I’ve never experienced this before as a Teacher.
The Importance of a Strong Team Culture for Success in the Classroom
It's not enough to have students drill on math problems to create fluency. The must work in an environment that encourages positive interdependence among all peers. Using research that goes back to our ancestors on the plains of the Serengeti, we dig into our DNA, where team work is necessary to survive in the wild. When the team works together on a hunt, they have a much higher chance of success while individuals apart from the pack starve.
We recreate this environment by focusing on the team score, of which every student contributes toward the class goal while achieving their individual goals. In the end, everyone wins. Our highest performers inspire our lower performers, and everyone gets to a higher level. They are elevated by their peer's success.
As students participate, they answer math problems on a 60 second timer. Their goal is to get as many possibly correct during that time. Many students start at 10 per minute but as they successfully complete each level, their speed increases and they level up to more difficult problems. The steady back and forward pressure ensures positive momentum while maintaining a consistent challenge.
After experiencing this level of success the quickly become "addicted" to the game and want to play it more. Some even show off to the class when they reach record highs. This creates a frenzy where other students want to match their success.
Item Response Theory is an integral part of the mechanics behind the scenes, automatically adjusting the levels according to individual performance relative to the group data. Think of this as an adjustable ladder that moves the height of each rung based on maximizing the performance of the climber. Put the rung too high, the climber stalls, put it tool low, they become inadequately challenged and improve slower than their ability.