{"title":"SMART Table: Virtual Environment for Teaching Mathematical Concepts - Continuum","authors":"Justus N. Nyagwencha, Cheryl D. Seals","doi":"10.23919/IST-Africa60249.2023.10187853","DOIUrl":null,"url":null,"abstract":"Since technology performs a vital role in enhancing and maintaining our daily activities in areas of engagements i.e. education and health, it is necessary that we develop technological pedagogical methods that are engaging and enjoyable to students as witnessed in other spheres of life. According to statista.com, basic research reveals that people (students) spend an average of 2.5 hours on social media and on gaming sites, an indication they can be empowered with knowledge and skills through gaming and online interests that attract most of their attention. Therefore, the replication of a classrooms lecture on a technological surface to teach scientific concepts can be a better option, however, its viability as a suitable pedagogical method has not been investigated fully. To determine the viability of a multiplatform environment as a teaching tool this paper reports competency-based learning skills acquired through a practicum virtual game based research findings. The research experiment was conducted on an educational software game created on smart technology, the Smart Table and the usability experience from K-12 teachers and students reported. The main research objective was to increase student motivation for learning mathematics concepts. Feedback from the majority of users with a self-reported score of 4.5 on a 5.0-point Likert for being computer literate were highly favourable of the idea. Further a highly significant number agree that K-12 students can learn better through interactive hands on activities than through traditional learning. The game had a highly significant score on a 5.0 Likert scale for not being terrible or frustrating and satisfaction with seventy percent approval of users likely to use if availed as a teaching tool. Consequently, the SMART Table (responsive surface based on, Open Data Protocol) is a creative way of promoting fun in the classroom while gaining an understanding of concepts.","PeriodicalId":108112,"journal":{"name":"2023 IST-Africa Conference (IST-Africa)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2023 IST-Africa Conference (IST-Africa)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23919/IST-Africa60249.2023.10187853","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
Since technology performs a vital role in enhancing and maintaining our daily activities in areas of engagements i.e. education and health, it is necessary that we develop technological pedagogical methods that are engaging and enjoyable to students as witnessed in other spheres of life. According to statista.com, basic research reveals that people (students) spend an average of 2.5 hours on social media and on gaming sites, an indication they can be empowered with knowledge and skills through gaming and online interests that attract most of their attention. Therefore, the replication of a classrooms lecture on a technological surface to teach scientific concepts can be a better option, however, its viability as a suitable pedagogical method has not been investigated fully. To determine the viability of a multiplatform environment as a teaching tool this paper reports competency-based learning skills acquired through a practicum virtual game based research findings. The research experiment was conducted on an educational software game created on smart technology, the Smart Table and the usability experience from K-12 teachers and students reported. The main research objective was to increase student motivation for learning mathematics concepts. Feedback from the majority of users with a self-reported score of 4.5 on a 5.0-point Likert for being computer literate were highly favourable of the idea. Further a highly significant number agree that K-12 students can learn better through interactive hands on activities than through traditional learning. The game had a highly significant score on a 5.0 Likert scale for not being terrible or frustrating and satisfaction with seventy percent approval of users likely to use if availed as a teaching tool. Consequently, the SMART Table (responsive surface based on, Open Data Protocol) is a creative way of promoting fun in the classroom while gaining an understanding of concepts.