Johanna Pangeiko Nautwima, Asa Romeo Asa, Victor Panduleni Nendongo
{"title":"Integrating Gamification into Middle School Mathematics Curriculum: Game-Based Learning Approach in Namibia","authors":"Johanna Pangeiko Nautwima, Asa Romeo Asa, Victor Panduleni Nendongo","doi":"10.18775/ijom.2757-0509.2020.24.4001","DOIUrl":null,"url":null,"abstract":"The urge to integrate gamification into the traditional curriculum as a new educational technology tool has garnered widespread popularity throughout the years. In that light, unknown is the degree to which Namibia can adopt game-based learning in its educational system, precisely the middle schools. Consequently, the purpose of this study was to ascertain the perceptions of learners and teachers toward the effective integration of gamification into the mathematics curriculum for middle school learners in Windhoek, Namibia. Grounded in the pragmatism philosophy, the study adopted a mixed research method in which quantitative data were obtained from 876 learners in middle school grades while qualitative data were acquired from 29 mathematics teachers using questionnaires with close-ended and open-ended questions, respectively. To dive into the phenomenon, the study analyzed quantitative data using structural equation modeling in the LISREL program, while qualitative data were analyzed using coding and reflexive thematic analysis with direct quotations in ATLAS.ti software. Based on the findings, learners and teachers in Windhoek expressed positive perceptions of integrating gamification into the middle school mathematics curriculum. However, the study also reveals the possibilities of gamifying the mathematics curriculum to be merely effective at the first stage of implementation, but other subjects are at stake, and not inclusive-friendly to learners from previously disadvantaged backgrounds, as emerged from the qualitative aspect of the study. Thus, the research calls for cohesive support in terms of financial support, non-financial support, and human capital support from the private sector, government, and international organizations to ensure the effective integration of gamification without jeopardizing other subjects and the inclusivity of vulnerable learners and those in remote areas.","PeriodicalId":38027,"journal":{"name":"International Journal of Advanced Operations Management","volume":"19 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Advanced Operations Management","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18775/ijom.2757-0509.2020.24.4001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Business, Management and Accounting","Score":null,"Total":0}
引用次数: 1
Abstract
The urge to integrate gamification into the traditional curriculum as a new educational technology tool has garnered widespread popularity throughout the years. In that light, unknown is the degree to which Namibia can adopt game-based learning in its educational system, precisely the middle schools. Consequently, the purpose of this study was to ascertain the perceptions of learners and teachers toward the effective integration of gamification into the mathematics curriculum for middle school learners in Windhoek, Namibia. Grounded in the pragmatism philosophy, the study adopted a mixed research method in which quantitative data were obtained from 876 learners in middle school grades while qualitative data were acquired from 29 mathematics teachers using questionnaires with close-ended and open-ended questions, respectively. To dive into the phenomenon, the study analyzed quantitative data using structural equation modeling in the LISREL program, while qualitative data were analyzed using coding and reflexive thematic analysis with direct quotations in ATLAS.ti software. Based on the findings, learners and teachers in Windhoek expressed positive perceptions of integrating gamification into the middle school mathematics curriculum. However, the study also reveals the possibilities of gamifying the mathematics curriculum to be merely effective at the first stage of implementation, but other subjects are at stake, and not inclusive-friendly to learners from previously disadvantaged backgrounds, as emerged from the qualitative aspect of the study. Thus, the research calls for cohesive support in terms of financial support, non-financial support, and human capital support from the private sector, government, and international organizations to ensure the effective integration of gamification without jeopardizing other subjects and the inclusivity of vulnerable learners and those in remote areas.
期刊介绍:
In today''s complex, global economy, the operations function is critical to business success. All organisations have an operations function that helps them run efficiently and productively. IJAOM is a peer reviewed international journal which publishes original, high-quality and cutting-edge research on all aspects of advanced operations management, aiming at bridging the gap between theory and practice with applications analysing the real situation. Topics covered include -Global operations management, lean/agile operations -Knowledge, service, demand and R&D management -Scheduling, sequencing, vehicle routing -Inventory management and co-ordination -Multi-objective optimisation; TQM and six sigma practices -Business process outsourcing -Aggregate planning, ERP, JIT -Performance measurement -Cultural, environmental and implementation issues -Logistics service performance, supply chain management -Product planning, lot sizing, MPS, MRP -Repetitive manufacturing and service operations -Project and technology management, network management -Modelling and simulation, decision analysis/making -Comparison of operations management in different countries