Math Bakery 2 - Continue Counting

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Math Bakery 2 - Continue Counting

Math Bakery 2 - Continue Counting

Pi education
Math Bakery 2 - Continue Counting offers a gamified approach to practicing addition and subtraction.

Math Bakery 2 - Continue Counting presents easy-to-understand lessons about addition and subtraction with regrouping. It’s designed for children aged 7 to 12, but it is suitable for an even wider age range. The app features formatting choices (regrouping numbers at the top or bottom of columns), single player or multiplayer competition, and items and hints that can be manipulated to demonstrate grouping by 10s.

Age groups 
Middle school
One time purchase
Mobile Android
Mobile iOS
Offline play 
Internet required
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

The solution provides a lot of interaction and activates students through gamification and a dynamic user experience.
Math Bakery 2 helps to conceive the logic behind the equation through visualising math. The app supports drilling existing skills and building new understanding.
Users can choose tasks freely, but the learning outcomes can be predicted accurately as all users are provided with the same content and learning goals.
Users can play alone, but the app also includes collaborative aspects as students can challenge each other.

The following are the high educational quality aspects in this product.

The solution's learning goals are clear, in line with math curriculums and easy to understand for learners.
The solution promotes hope for success and pride for achievement, and therefore provides a highly engaging way to practice subtraction and addition.
Users are offered clear demonstrations to practice calculations in a concrete way.
The solution brings collaborative aspects into the learning experience as students can challenge each other.
User experience changes for students with different skill levels as the students can choose tasks freely.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Using number bonds and related subtraction facts within 20.
Solving one-step problems that involve addition and subtraction, using concrete objects and pictorial representations.
Recognising the place value of each digit in a three-digit number.
Realising the effect of adding or subtracting 0.
Beginning to understand 0 as a place holder.
Addition and subtraction numbers with up to 3 digits, using formal written methods of columnar addition and subtraction.

Soft skills learning goals

Learning to acquire, modify and produce information in different forms
Practicing logical reasoning to understand and interpret information in different forms
Using technology for interaction and collaboration
Learning to find the joy of learning and new challenges
Practicing to evaluate one's own learning
Practicing to set one's own learning goals
Developing problem solving skills
Learning to combine information to find new innovations
Learning to build information on top of previously learned
Practicing to notice links between subjects learned
Practicing to notice causal connections
Practicing to work with others

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation