Games for Teaching Mathematics in Nigeria : What Happens to Pupils’ Engagement and Traditional Classroom Dynamics?
- Submitting institution
-
University of Northumbria at Newcastle
- Unit of assessment
- 11 - Computer Science and Informatics
- Output identifier
- 25207541
- Type
- D - Journal article
- DOI
-
10.1109/ACCESS.2019.2912359
- Title of journal
- IEEE Access
- Article number
- 8694985
- First page
- 53248
- Volume
- 7
- Issue
- -
- ISSN
- 2169-3536
- Open access status
- Compliant
- Month of publication
- April
- Year of publication
- 2019
- URL
-
-
- Supplementary information
-
-
- Request cross-referral to
- -
- Output has been delayed by COVID-19
- No
- COVID-19 affected output statement
- -
- Forensic science
- No
- Criminology
- No
- Interdisciplinary
- No
- Number of additional authors
-
3
- Research group(s)
-
C - Digital Learning Laboratory (DLL)
- Citation count
- 2
- Proposed double-weighted
- No
- Reserve for an output with double weighting
- No
- Additional information
- How can digital games change educational practice in the classroom to make it more engaging? Conducted in collaboration with UK and Nigerian partners, partly funded by Amazing Grace Schools, Nigeria and supported by International Centre for Life GameOn2.0 event. This approach to active inclusive technology based STEM education led to Ekiti State government, Nigeria funding for the Digistem outreach project http://digistem.co delivering 4,200 STEM education kits to over 40 schools and over 10000 students, design/delivery of series of digital games workshops (UK/Nigeria) for young people, invited talks: e-Madrid network seminar, http://www.emadridnet.org/index.php/en/events/958-emadrid-seminar-on-oers-smart-education, BCS seminar: https://www.bcs.org/content/ConWebDoc/57273, and revisions to the educational game.
- Author contribution statement
- -
- Non-English
- No
- English abstract
- -