Article · Wikipedia archive · Last revised Jul 3, 2026

The Math(s) Fix

The Math(s) Fix: An Education Blueprint for the AI Age is a 2020 book by British technologist and entrepreneur Conrad Wolfram. It argues for a fundamental shift in the way mathematics education is taught in schools, advocating for a curriculum that emphasizes a computational education and computer-based mathematics education for 21st-century problem-solving skills with computers in the classroom, rather than manual handwritten calculation techniques.

Last revised
Jul 3, 2026
Read time
≈ 1 min
Length
287 w
Citations
4
Source
The Math(s) Fix
AuthorConrad Wolfram
LanguageEnglish
SubjectMathematics education
PublisherWolfram Media
Publication dateJune 2020
Pages3321

The Math(s) Fix: An Education Blueprint for the AI Age is a 2020 book by British technologist and entrepreneur Conrad Wolfram. It argues for a fundamental shift in the way mathematics education is taught in schools, advocating for a curriculum that emphasizes a computational education and computer-based mathematics education for 21st-century problem-solving skills with computers in the classroom, rather than manual handwritten calculation techniques.234

Sections

Part I: The Problem

  • Maths v. Maths
  • Why Should Everyone Learn Maths?
  • Maths and Computation in Today's World
  • The 4-Step Maths/Computational Thinking Process
  • Hand Calculating: Not the Essence of Maths

Part II: The Fix

  • "Thinking" Outcomes
  • Defining the Core Computational Subject
  • New Subject, New Pedagogy?
  • What to Deliver? How to Build It?

Part III: Achieving Change Objections to Computer-Based Core Computational Learning

  • Roadmap for Change
  • The Beginning of the Story
  • Is Computation for Everything?
  • What's Surprised Me on This Journey So Far
  • Call to Action
See also

See also

3D design of desk cubicles to get power to the desk and computers in the classroom for computer-based mathematics, computational physics, computational chemistry, CAD, CAM, BIM, computer-aided engineering, computer programming, animation software, science software applications, and more. source ↗
External links
References

References