Towards Gamification of Science and Mathematics in Upper Primary Schools in Uganda

Author:

Kanagwa Benjamin1,Kahiigi Evelyn Kigozi1,Semwanga Agnes Rwashana1,Siminyu Samuel1,Lubowa Paul1

Affiliation:

1. Makerere University

Abstract

Abstract The research involved a needs assessment study for the application of gamification technology in teaching and learning of science and mathematics in upper primary (P5, P6 and P7)- typically 10 to 13 year olds. Gamification in education has been praised to create competition, critical thinking and collaborative engagement, which support construction of new knowledge, thus creating a positive learning environment. The research aim was to establish the challenging topics (hard to understand) in Science and Mathematics developing computer based gamification that would be used to support the teaching and learning. Additionally the research was used to identify the ICT training needs of the staff. It was observed that topics that relate to systems such as digestive system, blood circulation system, reproductive system were challenging in science. Challenging topics in mathematics included integers, sets and fractions.

Publisher

Research Square Platform LLC

Reference30 articles.

1. Dicheva, D., Dichev, C., Jones, E. J., Clarke, P. J., & Cassel, L. N. (2018). Using gamification strategies to motivate and engage students in computer science courses. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education (pp. 1071–1071).

2. A Comparative Study on the Academic Performance of Students in Bachelor’s Degree of Information Technology Having Arts and Science Background in Uganda;Haolader FA;World,2017

3. Iremaut M. and Semwanga. A.R. A Qualitative Model for School Drop Outs in Uganda. Using System Dynamics Modeling African Journal of Computing & ICT. Vol 8. No. 4, December, 2015. ISSN 2006 – 1781.

4. Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

5. Analysis of Gamification Models in Education Using MDA Framework;Kusuma GP;Procedia Computer Science,2018

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3