Learning Objectives
Math Makers is a game based learning math app that builds conceptual understanding for the most critical primary school subjects, by combining visual math manipulatives and physics-based puzzles.

Mathematics
Last updated: March 25, 2025
Math Makers is a game based learning math app that builds conceptual understanding for the most critical primary school subjects, by combining visual math manipulatives and physics-based puzzles.
Widely adopted in 10 countries
16 languages
Target audience: Educators and teachers
Early Childhood Education, Primary Education, Non-formal Education
Full offline functionality
Smartphone, Tablet, Desktop/Laptop, Chromebook
The information presented is provided by the company, and reviewed in good faith. Learning Cabinet is not responsible for inaccurate content.
How this product was evaluated?The product uses theories of constructivist learning, particularly Piaget's model, guiding students from intuitive to formal understanding of fractions. This is achieved through progressively complex tasks that emphasize visual representations and manipulatives before introducing symbolic notation. Impact is measured using pre- and post-tests, demonstrating substantial learning gains through gameplay alone and a positive transfer to abstract understanding.
Math Makers shows a proven positive impact, backed by at least one experimental study that shows a statistically significant positive impact on the intended learning outcomes.
Different levels of research evidence indicate the reliability of the proof of positive impact. The solutions featured in the Learning Cabinet range from:
Learning Outcomes: Two university studies showed significant improvements (10.5% & 32.6%) on fractions after playing Math Makers. A standard international test (TIMMS) was used and showed that only a few hours of playing were required.
Recommended use
Frequency: Several times per week Individual or group: Can be used individually or in groups Duration: Each session can vary depending on the child's engagement, average session time is around 30 minutes. Studies suggest a total of 3 hours can lead to significant improvement.
Frequency: Several times per week Individual or group: Can be used individually or in groups Duration: Each session can vary depending on the child's engagement, average session time is around 30 minutes. Studies suggest a total of 3 hours can lead to significant improvement.
Target audience
Math Makers is a game based learning math app that builds conceptual understanding for the most critical primary school subjects, by combining visual math manipulatives and physics-based puzzles.
Math Makers' curriculum design and approach are rooted in the principles of game-based learning and cognitive conflict. The game focuses on core mathematical concepts, such as fractions, place value, and numeracy, and is designed to address the conceptual gaps that students often encounter. Here are some key aspects of Math Makers' curriculum: Visual Representation: The game uses visual representations to make mathematical concepts more concrete and understandable. For example, fractions are taught using an area model, and multiplication is represented both as repeated additions and using a different area model. Active Learning: Math Makers emphasizes active learning through interactive puzzles and challenges. Students are encouraged to experiment, explore, and discover mathematical relationships on their own. Cognitive Conflict: The game uses cognitive conflict to help students confront and overcome misconceptions. By presenting situations that challenge their existing understanding, students are prompted to rethink and refine their mathematical thinking. Curriculum Alignment: The curriculum is aligned with international math standards, ensuring that students are learning essential mathematical skills. The main curriculum that was followed when designing the game is the Common Core (USA). Most levels in the game specifically target an item from the curriculum.
Math Makers’ design is based on Game-Based Learning and Constructivism. Many apps engage kids through games but often make math a barrier, leading to frustration and extrinsic motivation. In contrast, Math Makers integrates math concepts into gameplay, enhancing engagement and improving attitudes toward math. It also promotes Constructivism by allowing students to explore and create their own understanding, fostering a deeper learning experience.
We aim to sustain our operations and the cost of creating high quality content by generating revenue from yearly and monthly subscriptions sales to parents. Since the subscription is hard to afford for less fortunate families, we also provide the app for free to teachers. We also work with libraries in the Quebec province to distribute an online version of the app to anyone with a library card, for a low cost distribution license fee billed directly to libraries. Finally, we’ve partnered with several associations in the past to provide our app in low income countries. Our apps were included in tablets reaching up to 100,000 children through the Breteau Foundation in the past 10 years. We are also starting a partnership with Teach the World, and the aim is to scale from a few thousands to eventually reach 100,000 in Pakistan in the next two years. Working with UNICEF for this initiative would increase our odds of success drastically.
We are constantly AB testing various price points per country. The goal is to find affordable prices that lead to increased adoption worldwide, as the economical situation is different for every region and goes beyond simple currency exchange rates.
Our company has existed in the educational space for over 12 years, has successfully reached hundreds of thousands through its educational apps, and is well positioned / connected to introduce an impactful new educational approach. The team was relatively small (3 people) up until 2019. We then received around 3m USD in funding from several sources to expand our educational approach to multiple subjects with Math Makers. Our current team of 6 people is now focused on growth and increasing adoption. We think the current product can have a big impact worldwide, especially in low income countries. Previous collaborations reached 100,000 students this way, but everything is now in place to scale this much further.

Evaluated using the Learning Cabinet’s rigorous EdTech for Good Framework to ensure safety, learning impact, scalability, and inclusion for all learners.
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