Prodigy
Prodigy is an interactive math game set in a fantasy world, wrapped around curriculum-aligned math questions. Students follow a storyline, collect rewards, and interact with characters as they solve problems.
Pros
- Huge question bank: Thousands of ready-made math questions for Grades 1–8, which reduces prep time for teachers.
- Easy class management: Simple virtual classroom setup with class codes that let teachers track student progress.
- High engagement: The game-based format boosts motivation and makes math feel more fun and engaging.
- Accessibility strengths:
- Students can work at their own pace and replay questions as needed.
- Visuals, audio, and in-game feedback can support students who struggle with traditional worksheets.
Cons
- Curriculum alignment: Questions don’t always perfectly match local curriculum, so teachers still need to review and adjust.
- Language barriers: The English-only interface can be challenging for students who are not yet fluent and may require teacher or parent support.
- No built-in question limit: The game can keep serving questions, so teachers must decide when and how to end the activity.
- Accessibility limitations:
- Students need reliable devices and internet access, which may not be equitable across all homes and schools.
- Reading-heavy screens and fast-paced visuals may be difficult for some learners without additional scaffolds.
Research shows that game-based platforms like Prodigy can support mathematics achievement and engagement (Tokac, Novak, & Thompson, 2019). A recent study also found that Prodigy-based game learning is practical and effective in increasing students’ critical thinking and interest in learning math, helping them see math as more positive and engaging (Hamidah, Wijaya Kusuma, & Junariah, 2024).
Learn more about Prodigy on their website here.
Video Overview: Prodigy in the Classroom Context
WayGround ( Formally Quizizz)
References
Chen, C.-H., Shih, C.-C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Educational Technology Research and Development, 68(4), 1855–1873. https://doi.org/10.1007/s11423-020-09794-1
Hamidah, Wijaya kusuma, J., & Junariah. (2024). The Effect of The Prodigy-Assisted Game_Based_Learning Model On Critical Thinking And Interest. Jurnal Derivat, 11(2), 230–243. https://doi.org/10.31316/jderivat.v10i2.6595