EconPapers    
Economics at your fingertips  
 

Development of an Arithmetic Video Game and Console for Standard I and II Pupils in Tanzania

Winny Tuitoek Bundotich (), Luciana Nyaoke Murimi, Alvareze Ntafatiro, Kisangiri Michael and Devotha Nyambo
Additional contact information
Winny Tuitoek Bundotich: The Nelson Mandela African Institution of Science and Technology
Luciana Nyaoke Murimi: The Nelson Mandela African Institution of Science and Technology
Alvareze Ntafatiro: The Nelson Mandela African Institution of Science and Technology
Kisangiri Michael: The Nelson Mandela African Institution of Science and Technology
Devotha Nyambo: The Nelson Mandela African Institution of Science and Technology

A chapter in Smart and Secure Embedded and Mobile Systems, 2024, pp 277-288 from Springer

Abstract: Abstract Through game-based learning, new concepts have been introduced to learners in a simplified and engaging manner. Numerous games have been developed; however, there is a need for an educational game that follows Tanzania’s curriculum and fits its context. This paper, therefore, presents a video game and console to aid in learning arithmetic concepts for standards I and II learners in Tanzania. The game content matches the Tanzanian syllabus, and its settings suitably fit the context. This game, named math bubbles, pays attention to pedagogy, game mechanics, incentive system, narrative and aesthetic design. The game’s design provides a high interactivity level and promotes intrinsic motivation and self-learning. The game console comprises a rechargeable, lightweight, hand-held device, having a 7-inch LCD and push-buttons used to interact with the game. A web application with a simple interface was developed to help the teachers track learners’ performance. Twenty people (curriculum experts, teachers, and learners) were engaged in the data collection for functional, educational, pedagogical, and non-functional requirements. Fifteen standard I and II learners played the game in two phases. In the first phase, learners played with the teachers’ help. In the second phase, they played on their own. The curriculum experts and teachers also interacted with the game. All participants filled out a game evaluation form assessing the game’s effectiveness. The responses were positive; however, the learners’ time exposure was limited. The curriculum experts recommended the integration of the math bubbles game and console into classroom learning to enhance the pupil’s arithmetic competency.

Keywords: Video game; Digital games; Educational; Console (search for similar items in EconPapers)
Date: 2024
References: Add references at CitEc
Citations:

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:spr:prochp:978-3-031-56603-5_24

Ordering information: This item can be ordered from
http://www.springer.com/9783031566035

DOI: 10.1007/978-3-031-56603-5_24

Access Statistics for this chapter

More chapters in Progress in IS from Springer
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().

 
Page updated 2025-04-01
Handle: RePEc:spr:prochp:978-3-031-56603-5_24