EventsThe 1st International Online Conference on Education Sciences
Published
This submission belongs to the session S5. STEM Education of the event The 1st International Online Conference on Education Sciences
Published date
10 Jun, 2026
Academic Editor
author-avatarDaniel Muijs
Citation
Nikolaos Karountzos, Maria Bairaktari, Max Math Challenge: Enhancing Computational Fluency and Reducing Cognitive Load in Primary STEM Education, in Proceedings of The 1st International Online Conference on Education Sciences, 15 June–17 June 2026, MDPI: Basel, Switzerland
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Max Math Challenge: Enhancing Computational Fluency and Reducing Cognitive Load in Primary STEM Education

1. Department of Digital Systems, School of Economics and Technology, University of the Peloponnese, Kalamata, Greece, Greece
2. Department of Nutritional Science and Dietetics, School of Health Sciences, University of the Peloponnese, Antikalamos, 24100, Kalamata, Greece, Greece
Abstract

Introduction

In STEM education, learners often face intricate problem-solving challenges that require significant mental effort. A continual obstacle to achievement is restricted mathematical fluency, which burdens working memory with fundamental computations and limits involvement in advanced reasoning. This research presents the Max Math Challenge, a digital gamified tool aimed at automating basic arithmetic abilities and minimizing cognitive strain, allowing students to concentrate on higher-level STEM concepts.

Methodology

A 10-day pilot study was conducted using a single-group pre–post intervention design with 10 primary school students (all aged 8 years). Participants were recruited from a local educational setting based on their participation in the standard arithmetic curriculum. The intervention consisted of daily 20-minute sessions focusing on core arithmetic tasks (addition, subtraction, and multiplication). The technology-enhanced learning (TEL) environment integrated adjustable difficulty algorithms, real-time feedback, and gamification components such as progress badges and level-unlocking. Performance was assessed by comparing baseline metrics to post-intervention results regarding Response Latency and Accuracy Rates.

Results

Initial results show significant improvements in computational fluency. Average response latency was reduced by 60.7%, while accuracy improved by 22% during the intervention period. Qualitative observations also indicate a decrease in math anxiety, with learners expressing increased confidence and willingness to participate in engineering and technology-related tasks. The emergence of automaticity seems to liberate cognitive resources, facilitating a more fluid transition into intricate STEM problem-solving.

Conclusion

The Max Math Challenge emphasizes that digital transformation in education goes beyond merely digitizing material; it requires enhancing the cognitive framework of learning. By boosting basic fluency among young learners through a research-backed and flexible TEL method, the application promotes fair involvement in STEM pathways from an early age. These results highlight the promise of gamified micro-practice tools in boosting learner resilience and equipping students for the mental challenges of contemporary STEM education.

Keywords
Gamified Learning
STEM Education
Digital Transformation in Education
Poster
Max Math Challenge Poster (1).pdf
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