Multi-Disciplinary Approaches to Learning and Teaching in Kenya: Use of Video Games in Education

A. Aseey
{"title":"Multi-Disciplinary Approaches to Learning and Teaching in Kenya: Use of Video Games in Education","authors":"A. Aseey","doi":"10.15170/at.2021.15.3.4","DOIUrl":null,"url":null,"abstract":"Education is one sector that tries to be consistent despite facing several changes. Vari- ous factors and emerging trends have affected the sector both positively and negatively. The scope of the digital divide is more pronounced in the developing countries and the COVID-19 pandemic exacerbated the technological struggles in Africa more than before. Technology is an enabler in education but not in all contexts because it also causes other challenges that increase the vulnerability of learners and educators in diverse circumstances. The proliferation of digital devices, especially mobile and smart devices, has brought in new changes and innovative ideas that have impacted the sectors input, output, and outcome. Leaners have demonstrated various degrees of adoption and absorption of new devices, and simultaneously educators have integrated and adapted to new pedagogies that resonate with the situation. As a continent, Africa has experienced an emerging trend with digital and non-digital devices interconnected for educational purposes on demand whenever needed. In developing countries like Kenya, more innovative ways of learning have been harnessed for learning and teach- ing purposes .With the penetration of the World Wide Web, the internet of things, availability of electronic devices, and improvement in information communication and technology infrastructure. Video games, which can be played on many platforms and electronic devices, can easily be leveraged for teaching and learning purposes. This study was conducted among learners and educators in an urban setting in Nairobi County, Kenya. The study investigated the potential of video games in education as used by leaners and teachers. The findings indicated that most leaners targeted had personal mobile devices. This gave them easy access to video games, which led to the popularity of these games. The findings also indicated that the leaners were not allowed to use digital devices like mobile phones in the classroom at school but had limited access to video games through desktops and laptops available in their institutions. The findings also showed that the majority of teachers were not keen on using video games for teaching and learning purposes, and this scenario presented a disparity in and a barrier to using multi-disciplinary approaches and integrating technology in teaching and learning. The study recommended that, with more electronic devices available for leaners and other education stakeholders, it is necessary to harness video games for learning and teaching purposes to allow for innovation, discovery, critical thinking, and experiential learning among learners.","PeriodicalId":246647,"journal":{"name":"Afrika Tanulmányok / Hungarian Journal of African Studies","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Afrika Tanulmányok / Hungarian Journal of African Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15170/at.2021.15.3.4","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Education is one sector that tries to be consistent despite facing several changes. Vari- ous factors and emerging trends have affected the sector both positively and negatively. The scope of the digital divide is more pronounced in the developing countries and the COVID-19 pandemic exacerbated the technological struggles in Africa more than before. Technology is an enabler in education but not in all contexts because it also causes other challenges that increase the vulnerability of learners and educators in diverse circumstances. The proliferation of digital devices, especially mobile and smart devices, has brought in new changes and innovative ideas that have impacted the sectors input, output, and outcome. Leaners have demonstrated various degrees of adoption and absorption of new devices, and simultaneously educators have integrated and adapted to new pedagogies that resonate with the situation. As a continent, Africa has experienced an emerging trend with digital and non-digital devices interconnected for educational purposes on demand whenever needed. In developing countries like Kenya, more innovative ways of learning have been harnessed for learning and teach- ing purposes .With the penetration of the World Wide Web, the internet of things, availability of electronic devices, and improvement in information communication and technology infrastructure. Video games, which can be played on many platforms and electronic devices, can easily be leveraged for teaching and learning purposes. This study was conducted among learners and educators in an urban setting in Nairobi County, Kenya. The study investigated the potential of video games in education as used by leaners and teachers. The findings indicated that most leaners targeted had personal mobile devices. This gave them easy access to video games, which led to the popularity of these games. The findings also indicated that the leaners were not allowed to use digital devices like mobile phones in the classroom at school but had limited access to video games through desktops and laptops available in their institutions. The findings also showed that the majority of teachers were not keen on using video games for teaching and learning purposes, and this scenario presented a disparity in and a barrier to using multi-disciplinary approaches and integrating technology in teaching and learning. The study recommended that, with more electronic devices available for leaners and other education stakeholders, it is necessary to harness video games for learning and teaching purposes to allow for innovation, discovery, critical thinking, and experiential learning among learners.
肯尼亚多学科的学习和教学方法:电子游戏在教育中的使用
尽管面临着一些变化,但教育是一个试图保持一致的部门。各种因素和新趋势对该行业产生了积极和消极的影响。在发展中国家,数字鸿沟的范围更加明显,2019冠状病毒病大流行比以往任何时候都加剧了非洲的技术斗争。技术是教育的推动者,但并非在所有情况下都是如此,因为它也带来了其他挑战,在各种情况下增加了学习者和教育工作者的脆弱性。数字设备,特别是移动和智能设备的激增,带来了新的变化和创新思想,影响了该部门的投入、产出和结果。学习者已经表现出不同程度的采用和吸收新设备,同时教育者已经整合并适应了与情况产生共鸣的新教学法。作为一个大陆,非洲经历了一种新兴趋势,数字和非数字设备在需要时相互连接,用于教育目的。在肯尼亚等发展中国家,随着万维网、物联网、电子设备的普及以及信息通信和技术基础设施的改善,更多创新的学习方式已被用于学习和教学目的。视频游戏可以在许多平台和电子设备上玩,可以很容易地用于教学目的。这项研究是在肯尼亚内罗毕县的一个城市环境中对学习者和教育工作者进行的。该研究调查了学生和教师使用的电子游戏在教育中的潜力。调查结果表明,大多数目标瘦身者都有个人移动设备。这让他们更容易接触到电子游戏,从而导致了这些游戏的流行。调查结果还表明,学生不允许在教室里使用手机等数字设备,但他们只能通过学校提供的台式电脑和笔记本电脑玩电子游戏。调查结果还显示,大多数教师并不热衷于将电子游戏用于教学和学习目的,这种情况在使用多学科方法和将技术整合到教学和学习中存在差异和障碍。该研究建议,随着更多的电子设备可供学习者和其他教育利益相关者使用,有必要利用视频游戏来实现学习和教学目的,从而允许学习者进行创新、发现、批判性思维和体验式学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信