Homework Is Starting to Look a Lot Like Candy Crush

· The Atlantic

One afternoon earlier this year, my 11-year-old son was sitting at his laptop and working quietly on his math homework. At least, that’s what he was supposed to be doing. When I glanced at his screen, equations were nowhere to be seen. He was controlling a monster in the midst of battle, casting magic spells to outduel an opposing player.

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“That’s not your math homework!” I told him. But it was. His fifth-grade-math teacher had told her students to spend time on Prodigy, a site that looks and feels like a video game. As my son indignantly showed me, Prodigy surfaces multiple-choice questions in between cartoon-monster attacks. Correctly identify an isosceles triangle or the square root of 49, and your “Aquadile” or “Bonasaur”—barely veiled rip-offs of Pokémon characters—gets a health boost that will help it fend off your opponent’s next salvo.

Prodigy is among a bevy of gamified tools that have gained a foothold in classrooms across the country by promising to make learning fun. (As Prodigy’s website puts it: “Kids no longer have to choose between homework and playtime.”) These platforms—which also include Blooket, Gimkit, and Kahoot—can seem like a win-win. Students’ eyes light up at math-and-vocabulary-review sessions that once induced groans. Teachers, meanwhile, can use the games to track which questions kids get right and wrong, helping them triage trouble spots.

But as I watched my son play Prodigy, it became clear there wasn’t much learning happening. In about 10 minutes of gameplay, he spent less than 30 seconds answering math questions. When he got one wrong, the game didn’t pause to diagnose where he went wrong or guide him to the correct answer. The only time he slowed down, grudgingly, was when Prodigy forced him to watch videos advertising its paid-membership plans. (Prodigy did not respond to a request for comment.)

Other popular ed-tech games also lean into gaming more than learning. Gimkit lobs occasional multiple-choice questions in the middle of live, multiplayer games that closely resemble popular commercial titles such as Among Us and Only Up. Blooket offers a single-player game similar to Plants vs. Zombies that can be used as a homework assignment and others, such as Gold Quest, that are designed to be played live by a whole classroom. While parents and teachers fret over students’ watching MrBeast videos during social-studies class, schools have embraced education software that has become hard to distinguish from Candy Crush.

Educational games have been around for decades; Millennials may remember playing Math Blaster and Oregon Trail in computer lab. Only recently have web-based, free-to-play platforms become a staple of daily lesson plans and homework assignments. Their rise has been abetted by the prevalence of school-issued Chromebooks and an incursion of technology into almost every aspect of education since the pandemic. For kids the age of my son, who attended kindergarten on Zoom, a school experience mediated by ed tech is all they’ve ever known.

Some of these platforms are now so compelling that students want to play them in their spare time. Blooket, for example, has a gambling-like feature that has proved popular throughout the gaming industry: Players earn an in-game currency they can spend on packs that offer a slim chance at rare prizes—in this case, special avatars, or “Blooks.” The site has spawned a cottage industry of YouTube streamers who share hacks for obtaining more currency and post screen recordings of their luckiest “pulls” from reward packs. “Oh my God, we pulled it,” one popular YouTuber raves in a video that has nearly half a million views. “One of, if not the, rarest Blooks in the game. And if this video gets 10,000 likes, I’ll give it away to one of you guys.”

Ben Stewart, who co-founded Blooket as a high-school student in 2018, told me that the company now has about 20 employees, millions of active users (he wouldn’t say exactly how many), and 23 game modes. He understands that some teachers and parents might have qualms with education software that mimics the addictive mechanics of mobile games. Blooket is designed not to supplant lectures or project-based learning, he argued, but rather to replace flash cards and worksheets as a way of reviewing facts that students have already absorbed. “In our mind, if you’re using Blooket for an hour in a class, something has gone wrong,” he said. Blooket aims to surface questions at least once every 20 seconds, he added, and limits the amount of rewards players can earn in a day (though they can spend money to unlock more).

Several teachers I spoke with agreed that Blooket and its ilk are best deployed in small doses and for defined purposes. Mashfiq Ahmed, a high-school-chemistry teacher in New York City, told me that he uses Blooket and Kahoot for review sessions at the end of a unit, and as filler for a substitute teacher when he’s out sick. Ed-tech games also allow kids who finish their in-class assignments early to work ahead on their laptop, keeping them quiet and out of trouble until the bell rings. And if nothing else, they can provide “a quick blast of competitive entertainment,” Jason Saiter, a high-school teacher in Dublin, Ohio, told me. “Sometimes teachers need things like this to get through the day. Sometimes certain types of students do too.”

But things can sometimes get out of hand. On Blooket and several other platforms, students can create their own quizzes from existing templates. Some have cleverly learned to design them so that any answer is designated as correct—they simply mash the first answer to each question as soon as it appears to maximize their in-game rewards. The internet is full of hacks for Blooket, Gimkit, Prodigy, and others—such as browser extensions that automatically answer every question correctly. When I ran this by Stewart, he flashed something between a smile and a grimace. “Kids are creative,” he said. “They try to cheat our games as many ways as they possibly can.” If there’s one thing that all of these years of tech-centered education has taught schoolkids, it’s how to game the system.

Over the past few years, districts across the country have enacted phone bans or restrictions in a bid to limit distractions. Schools have also blocked students from using their laptop to access sites such as YouTube and Roblox. But those measures don’t solve the deeper problem: Software has eaten the American school, and unwinding that will require more than a content filter or a Yondr Pouch.

Some parents now want to go further. Jodi Carreon, a mother based in San Marcos, California, told me that her younger child was in second grade when he began coming home begging her to pay for Prodigy’s premium service so he could get more rewards. Then she started getting notes from teachers that her son was getting distracted playing Prodigy in class. “I’m like, ‘You literally handed them this,’” she said. Carreon is now the national-expansion director for Schools Beyond Screens, a parent group that recently successfully pushed Los Angeles to become the first major U.S. school district to adopt sweeping restrictions on laptop and tablet use in classrooms.

Other experts argue that the problem isn’t games or technology per se—it’s the thoughtless way that schools are using them. A well-designed game “can be extremely effective in not just getting kids interested in the subject matter, but to help them understand why they’re doing it in the first place,” Jan Plass, a professor of digital media and learning sciences at NYU, told me. He cited a 2008 game called Immune Attack, developed in part by scientists, in which players must navigate a nanobot through a patient’s bloodstream to spur their immune system to fight off infections. He contrasted that with gamified tools such as Prodigy, which simply bolt multiple-choice questions onto unrelated game templates. It’s a lazy approach, but it’s cheap it’s accessible, and it dovetails with an education system geared toward standardized tests.

In other words, the status quo of ed tech is bleak. Screen time has become a default rather than an intentional choice for harried teachers and distracted students. That day I first encountered my son playing Prodigy, I noticed something odd after several minutes of watching him. He was learning how to divide fractions in math class, but the screen kept flashing addition problems. “Oops,” he said when I pointed that out. “I must have clicked the wrong lesson.”

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