Aptos

The Science

Cultivating Curiosity Through Science Backed Methods

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Test Prep Fails Students Today

Boring, dated and built for a different generation. The science agrees.

The problem

Attention is fragmented.

The average person switches tasks every 40 seconds. Traditional prep books don't cater to shrinking attention spans.

Mark, Gloria, et al. “Neurotics Can't Focus: An In Situ Study of Online Multitasking in the Workplace.” Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, 2016, pp. 1739–1744.

The problem

Anxiety gets in the way.

A 2024 report found that mental health disrupts studying for most students. Anxiety, boredom, and frustration are among the top reported emotions of students preparing for tests.

Alonso, Johanna. “Report: Mental Health Disrupts Studying for Most Students.” Inside Higher Ed, 30 Oct. 2024.

The unexpected solution

We built a solution that is more than fun and games.

Games drive motivation.

A peer-reviewed study of 434 university students found that digital educational games increased learning motivation, with engagement acting as the key mechanism.

Li, Youling, et al. “The Impact of Digital Educational Games on Student's Motivation for Learning: The Mediating Effect of Learning Engagement and the Moderating Effect of the Digital Environment.” PLoS ONE, vol. 19, no. 1, 2024, e0294350.

Video games may support cognition.

A JAMA study of more than 2,000 children found that video game players showed stronger cognitive performance, including faster reaction times, impulse control, and working memory.

Chaarani, Bader, et al. “Association of Video Gaming With Cognitive Performance Among Children.” JAMA Network Open, vol. 6, no. 8, 2023, e2328472.
Sampalo, Mar, et al. “Action Video Gaming and Attention in Young Adults: A Systematic Review.” Journal of Attention Disorders, vol. 27, no. 5, 2023, pp. 530–538.

Gamified learning often outperforms traditional formats.

A 3-year longitudinal study of 1,001 students found gamified learning led across success rate, excellence rate, average grade, retention, and student satisfaction.

Lampropoulos, Georgios, and Antonis Sidiropoulos. “Impact of Gamification on Students' Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning.” Education Sciences, vol. 14, no. 4, 2024, article 367.

In a recent study, game-based learning beat traditional learning by every standard.

In the largest study of its kind, researchers at Vanderbilt University found that students using game-based learning improved by more than half a letter grade in just three weeks: outperforming peers across every measure, including multiple-choice scores, written response quality, evidentiary depth, and classroom engagement.

Clark, Douglas B., et al. “Substantial Integration of Typical Educational Games into Extended Curricula.” Journal of the Learning Sciences, vol. 27, no. 2, 2018, pp. 265–318.

Statistics and findings are drawn from published research or reputable industry sources. Aptos does not claim that these results will apply uniformly to every Aptos user.