MathFessor

We want to make every child in the world better at math

Content for K10
More than 1.3 million questions
We cover 75% of the Danish market

MathFessor

Content for K10
More than 1.3 million questions
We cover 75% of the Danish market

We want to make every child
in the world better at math

We deliver cutting edge technology and high quality content

We see ourselves as professional geeks, insisting on applying our professional skills and creativity in everything we touch.

Our workforce consists of more than 60 people – both tech and editorial, and our goals are following:

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Learn more about MathFessor's key features

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Student

MathFessors offers a lot of advantages for students such as:

Teacher

MathFessor offers a lot of benefits for the teacher. When using the math portal teachers can expect to:

Interested in hearing more about our digital math solution?

Please contact our Head of Sales Line Holm Christoffersen

LINE HOLM CHRISTOFFERSEN

Head of Sales

FAQ

Adaptive learning refers to a system that adapts to the ability and performance of the individual. In the case of our digital math portal, all the math questions are thus tailored and continuously adapted to the individual level of each pupil, for each and every math question answered. As a result, all pupils are suitably challenged and motivated at all times, whether they find math easy or difficult. Adaptive learning is an educational method which uses devices such as computers or tablets as interactive teaching devices. The main purpose is to adapt to the unique ability and performance of each learner.

Our digital math portal has a huge question base which forms a solid foundation for adaptivity: the larger the question base, the better the adaptivity. Our adaptive system is developed in-house by our very own IT Development Team and our approach is continuously adaptive. This means that the system responds in real-time to each pupil’s individual activity and performance, thus maximising the individual learning objectives.

Gamification is the concept of adding game-design to non-game assignments. The reason for adding gamification is to motivate pupils and make assignments more fun and engaging. Our system uses gamification to enhance the pupils motivation through earning points and medals.

Many studies have shown that physical activity in education enhance learning outcomes. This inspired us to create Active Learning where physical activity is combined with solving math questions. 15 figures are placed around the school and its grounds, each with a unique QR code. When scanning the codes with our Active Learning app, the pupils are giving math questions to solve before they can move on to the next figure. In addition, our digital math portal contains plenty of activities which combine in-class physical exercise with math.