MathRider is a game that takes you into a land of magical adventures where fun, excitement and great rewards await, while helping you to achieve perfect mathematics skills in your times tables and division.
The main game is played riding through the Mathlands. The Mathlands contain various different magical realms where you need to jump over obstacles by answering questions (number sentences) correctly.
This help page covers the main aspects of MathRider and is divided into the following sections:
- Main Screen
- Rider Maintenance
- Riding Screen
- Riding Results Screen
- High Scores
- Further Questions
This is where you navigate to all other areas of MathRider.
At the top you see your name and some overall statistics of your rider.
Below you see your home (yellow house) and Shadow’s (your horse) stable and the quest rewards you have earned so far, if any.
Initially you will have no active quests, so the first thing to do is to click on the "New Quest" button and create your first math quest (as indicated by the yellow "start here" button in the above screenshot.
Once you have an active quest, you will see three additional buttons at the bottom of the main screen:
The buttons are, from left to right:
- Re-tell your current quest’s story
- View your quest progress map (also re-tells the story ending if the quest is complete)
- Continue current quest
The quest buttons may not all be available at all times. When you first come to the main screen and have not created any quests, none of the quest buttons will be available. Similarly, once you have completed your current quest, the ‘Continue current quest’ will not be there.
Click on the following video to watch a walkthrough on how to create riders in the game.
The next video shows how you can modify existing riders or switch between them.
If a rider has forgotten his or her password, you can reset it to a new password of your choice.
The "Reset Password" button becomes available whenever a rider has tried to login with an incorrect password. At that point you would press the "Reset Password" button, as indicated.
Now the "Reset Password for (rider's name)" is displayed. Here you can enter a new password, a new password hint and your MathRider master password, which is the first set of numbers in your registration key, before the first dash.
For example, if your registration key was "12345-6666-7777-888" then you would enter "12345" as your master password.
You can also delete riders from the game.
Simply go to Rider Maintenance and press the delete button. When you do, you need to enter your master password, which is the first set of numbers in your registration key, before the first dash.
For example, if your registration key was "12345-6666-7777-888" then you would enter "12345" as your master password.
Note that you cannot delete the rider that is currently logged in.
Lost Registration Key
If you have misplaced your MathRider registration key, please use this registration key lookup page to recover it.
MathRider is quest based. All math practice is tied into one of four quest stories. These stories are designed to provide players with a more meaningful experience and set the scene for being rewarded upon completing the quest.
Click on the following video to watch a quick explanation on how to create quests.
Types of Quests
There are four basic quests in the game. One for easy, one for medium and one for advanced difficulty. At the end of the advanced level quest there is a further Master level quest.
Each quest involves the rider in a storyline with a unique twist, requiring the player to ride through the Mathlands for great and noble causes.
To completely solve the quest, it needs to be completed at 100% mastery at the quest level (easy, medium or advanced)
We strongly recommended that you start with the easy level quest in the operation of your choice (addition, subtraction, multiplication or division) and move up from there.
If you wish to add variety, you can let your child play at say medium level even when easy has not been 100% mastered yet. However, you want to encourage your child to complete the easier levels before moving on, if possible.
The Master level quest only becomes available once the rider has acquired mastery over an operation. For example, once you have completed the advanced multiplication quest with 100% mastery, the king will have a special request for you, making the master level quest in multiplication available to you.
The quests are determined solely by difficulty level, as follows:
|Difficulty||Quest Name||Number Range||Points Required to Complete||Reward for Completion|
|Easy||Magic Flower||0 – 5||500||Magic Flower that sends sparkles into the air|
|Medium||Elven Gem||0 – 10||750||Magic Crystal that lights up in different colours|
|Advanced||Princess Fairblossom||0 – 12||800||Flag of the completed operation, flying in the wind|
|Master||Wartain||0 – 12||30 (race against time)||Castle or castle upgrade, depending on how many operations have been mastered|
We highly recommend letting your kids play the quests in succession from addition-easy through to addition-master, then subtraction-easy to subtraction-master, and so forth. This has been shown in all our trials to be the fastest, most rewarding way for kids to master their fundamental operations.
The following video elaborates on this and also explains why the game only allows one active quest per player at a time.
At the end of a quest, a cool reward is bestowed upon the rider. The nature of the reward depends on the quest.
While each operation (addition, subtraction, multiplication and division) uses four very similar quest storylines, each combination of operation and quest has its own unique reward. The rewards become available on the main screen and are animated. The level of animation depends on the level of mastery the rider has accomplished in their quest.
For example, on an easy addition quest, the rider needs to answer addition questions using numbers between zero and five. If the rider answers all of them well, the rider’s mastery level will be 100%. The reward will then be fully animated. If the quest mastery level is say 80%, the reward will only be a little animated. If the mastery level is below 75%, the reward will still be there, but it won’t be animated. In this way the game provides incentives to the riders to not only complete quests to get rewards, but to complete the quests well.
Note that the master level quest holds the greatest honour and reward that the game has to offer. The kids are usually very excited when they get this, and wild dances of joy are not uncommon.
This is where all the action happens! Be it practice or quest, this is the screen where you and your horse Shadow jump over obstacles as correctly (and quickly) as possible.
As soon as you know the answer to a question, type it into the answer box under Shadow, and press the <Enter> key on your keyboard. If you notice a mistake before you press the <Enter> key, use the <Backspace> key on your keyboard to remove and then correct your answer.
Riding and Scoring
If the answer is correct, the horse will be able to jump over the obstacle. If there is no correct answer by the time the horse reaches the obstacle, the poles on the obstacles will blow up and the rider’s score will be reduced by one. Also, the horse will stop running in order to avoid the explosion, costing the rider precious time.
There are two measurements of performance in the game: time and accuracy.
The faster you can clear obstacles, the better. The fewer obstacles are failed, the better.
A quest is completed by scoring a certain number of points. Usually 1 point is awarded for every cleared obstacle. However, there are also bonus points available, awarded for accuracy and/or speed. Bonus points can make your game progress much, much faster.
Bonus points are indicated by rotating stars on the obstacles.
- Green Star (): 5 points when 5 obstacles in a row have been cleared without mistake
- Bronze Star (): 10 points when 10 obstacles in a row have been cleared without mistake
- Silver Star (): 20 points when 20 obstacles in a row have been cleared without mistake
- Gold Star (): 30 points when 30 obstacles in a row have been cleared without mistake
Try not to press <Enter> when you know it is the wrong answer. Submitting a wrong answer will mean the count of correctly answered questions in a row will be reset to zero. This may cost you many bonus points, and it may also slow down your riding speed.
At the end of a ride, additional time bonus points may be awarded, if the rider answered questions quickly. The time bonus is independent of whether the rider made any mistakes during the riding or not – it is purely based on the overall time used versus how much time the game expected the rider to ideally use. This means that the game will award bonus points even to relatively slow riders as and when they improve their riding speeds.
Obstacles will have between 1 to 5 cross bars. The number of cross bars indicates the degree of difficulty of the number sentence to the rider, based on the rider’s past answers. If a number sentence has never before been attempted by the rider, the obstacle will have three cross bars.
The horse has in-built intelligence to adjust its speed correspoding to the rider’s performance. If the rider answers questions quickly, before they get near the horse, the horse will speed up. If the rider answers questions only when they are quite close, the horse will slow down. If questions are answered around the middle area of the screen, the horse will not change its speed.
The horse may also adjust its speed if the average answer time of a question is longer than the current speed would allow for. In that circumstance it would slow down. Note that there is a minimum speed, beyond which the riding speed will not be reduced.
A ride in MathRider always consists of 30 questions that need to be answered. At the end of every ride, the Riding Results are shown, as per the following screenshot.
The Riding Results show the results of every question that was asked in the ride as a series of vertical bars. The bars are colour coded. Green indicates quick (or quicker than before) answers, whereas yellow and red indicates that the question did not get answered as well as before.
This is probably the most important screen for parents and educators.
Every question that is answered during a quest is recorded in the MathRider database. Based on all these questions, the ‘My Statistics’ screen shows a visual presentation of a rider’s current strengths and weaknesses.
If you are a rider, here you can assess your strengths and weaknesses, and prepare for your next ride. Or, if you are a parent, here you can work out how your rider is going overall and what (if anything) your rider most needs assistance with.
Colour Coded Matrix
Following is a screenshot of a sample Statistics screen for our rider for addition. This screenshot has been taken fairly early into the medium addition quest of MathRider.
In the above screenshot we see our rider has got a whole range of coloured squares for addition. The colours indicate the relative challenge level of a question.
For example, you can see that 0 + 0 is coloured green, while 4 + 7 (row 4, column 7) is coloured red. Also a few squares are yellow/orange, such as 5 + 7 (row 5, column 7). Lastly, there are a lot of squares in grey colour, indicating they have not been attempted yet.
This is what the colours indicate:
- green – question poses no problem for the rider
- yellow/orange – rider still needs to practice this question more
- red – the rider finds this question very difficult
- grey – this question has not been tried yet
This means that overall our rider is going quite well, but has had two questions that did not get answered, and a few that got answered after a significant delay.
The Top Challenges box shows the five questions that the rider finds most challenging. When you click on any of the questions in the table, the corresponding square in the matrix grid will be highlighted.
It is possible that fewer than five questions (even none) are displayed in this box. That means that the rider has no real challenges in the selected operation at present.
Hint: Every riding course will always start with a question picked from the top three challenges, as shown in the Rider Statistics screen. Learn these well, and you will always be off to a flying start!
The Mastery Level Bar indicates the level of mastery the rider has achieved for the selected operation overall. In the following screenshot, the rider has achieved 39% mastery of addition. This means that 61% of all subtraction questions in the game have either not been tried yet, or have been answered more or less slowly or incorrectly.
The Mastery level in the Statistics screen always shows the current overall Mastery Level for an operation. The Quest Mastery Level computes mastery based on only the range of questions that are available within that quest.
Improvement Meter - Improvement Since Started
The statistics screen features an improvement meter. It shows by just how many percent the player's speed of answering has improved compared to when they first started playing the operation (e.g. addition).
In this example, we can see that the player has improved by 197%. This means that the rider answers math facts on average 197% faster than before. So if an answer took 6 seconds in the beginning, it would now take only about 2 seconds.
The improvement is calculated by using the time taken to answer each question for the first time and comparing that to the most recent average answer time.
Visualisations and Individual Statistics
When you click on one of the squares in the matrix, you get more detailed information about the question. Left-clicking on a square will pop up a visual representation of the question for addition, subtraction or multiplication.
Right-clicking will pop up a box with detailed statistics about the question that has been collected by the game. You can click through an improvement illustration, an answer speed chart and a statistics summary.
Interpreting the Statistics Screen
The following video shows an example of how we would interpret statistics of a player who is about half-way to mastering an operation
The high scores screen shows the scores of either just the current rider or all riders who have played on the computer. it is a great spot to see how well you're going.
You access the high scores screen by clicking on the medal on the main screen.
It also shows the rewards earned for each quest in an enlarged format, so that players can really enjoy their achievements.
Rewards achieved by players other than the currently logged in player are also shown, but only in a faded version. This is done because we do not want to spoil the anticipation and surprise for the players for when they get that reward for themselves.
See the following video for a detailed explanation of how the high scores screen works. (coming soon)
Got further questions about the game? Got some feedback or suggestions for the MathRider team?
Please drop us a line, using the contact form below. We’d love to hear from you!