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Featherstone School, London – Case Study (2013)

Featherstone High School was one of the first schools globally to start using Mangahigh back in 2009. In this video, Deputy Head Neil Bradford and his staff talk about the dramatic impact that games-based maths has had at Featherstone, helping to improve maths GCSE results and also intensifying interest in maths as a subject.

During the last three years of using Mangahigh, Featherstone has seen a 25% improvement in GCSE A* to C mathematics grades with their improvement and performance at GCSE maths far outstripping national and local averages.

Watch the video here.

 

GCSE passes in Maths have improved from 60% to 75%

Percentage of students gaining GCSE Maths A* to C grades

 

 

Deputy Head Neil Bradford said, “As we have used Mangahigh our results have improved. I believe that Mangahigh has supported that improvement…I would whole heartedly recommend Mangahigh, we certainly couldn’t do without it now.”

 

 

 

 

Percentage of students making expected progress in maths

Featherstone

 

The number of students making the expected progress in maths has risen from 78% (2011) to 84% (2012), well above local and national averages.

50% of students at Featherstone are recognised as ‘disadvantaged’ by the DfE. 82% now achieve expected progress in maths compared with 72% last year.

 

 

Deputy Head Neil Bradford said, “Mangahigh has been particularly useful in engaging at risk students in a way that traditional methods haven’t.”

 

Student Feedback

 

 

“My students love Mangahigh, it’s that zing that gets them all excited. They are now much more enthusiastic about maths.”  Riccardo McMahon, Maths Teacher

“It brings out the competitive spirit in you. It really tests you and you want to know how far you can push it.”  Prabhjit, Student, age 14

 

 

How is Mangahigh used at Featherstone?

 

Students make regular use of Mangahigh throughout the year as an integrated part of their mathematics curriculum. Mangahigh is implemented across all years 7 to 11.

Teachers assign students both in class and home work activities on Mangahigh and use the real time analytics to react to students’ needs.

During January 2013, students at the school played an average of 400 activities a day with an average of 300 activities being played each weekend.

Some students have taken the opportunity to make independent progress by trying Mangahigh activities without them being set by their teacher. For example, a year 7 student attempted 30 brand new topics in just 20 days.

Students regularly engage in the bilateral school competition ‘Fai-To’. They have won 14 of the 20 battles they have fought in.

Student activity is evenly split between time spent on Mangahigh’s maths games and Prodigi (the adaptive learning engine). This adoption of the full range of activities has been made possible through both teacher training and a willingness from teachers to engage in games based learning.

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