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Intellectual Impact of Mobile Educational Games on Secondary School Education in Nigeria: Case Study of Government Girls' College Makurdi

Received: 22 January 2021    Accepted: 28 April 2021    Published: 9 July 2021
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Abstract

Mobile phones, laptops, tablets and lots more have become a learning tool with unlimited prospects in both classrooms and outdoor learning. Using mobile games in education combines conventional and active learning with fun in possibly exceptional forms. This study accessed the intellectual impact of mobile educational games on secondary school education in Nigeria. A case study approach was adopted for the quantitative research. The sample consisted of 169 students and 52 teachers respectively. Questionnaires were administered to them. Sixty-four percent (64%) of students and fifty two percent (52%) of teachers were aware of mobile educational games. Forty three (43%) of students and forty six percent (46%) of teachers used mobile educational games. Fifty four (54%) of students and forty two percent (42%) of teachers responded that Mobile educational games assist learning and teaching. Forty five (45%) of students and thirty five (35%) of teachers responded that existing mobile educational games are very helpful in assisting learning and teaching. Fifty seven percent (57%) of students and twenty three (23%) of teachers indicated that existing mobile educational games are not based on secondary school subjects. The study recommended that selected questions for such games should be based on the Nigerian secondary-school curriculum, and students and teachers should be effectively exposed to this tool so as to enhance the quality of education in the secondary school sector.

Published in American Journal of Information Science and Technology (Volume 5, Issue 3)
DOI 10.11648/j.ajist.20210503.11
Page(s) 48-59
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2024. Published by Science Publishing Group

Keywords

Educational Games, Game-Based Learning (GBL), Play, Mobile Games, Mobil Learning, Teaching

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  • APA Style

    Yugh Sandra Mlumun, Deborah Uzoamaka Ebem, Onyianta John Chiedozie, Musa Ibrahim Umar, Arinze Uchechukwu Christian. (2021). Intellectual Impact of Mobile Educational Games on Secondary School Education in Nigeria: Case Study of Government Girls' College Makurdi. American Journal of Information Science and Technology, 5(3), 48-59. https://doi.org/10.11648/j.ajist.20210503.11

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    ACS Style

    Yugh Sandra Mlumun; Deborah Uzoamaka Ebem; Onyianta John Chiedozie; Musa Ibrahim Umar; Arinze Uchechukwu Christian. Intellectual Impact of Mobile Educational Games on Secondary School Education in Nigeria: Case Study of Government Girls' College Makurdi. Am. J. Inf. Sci. Technol. 2021, 5(3), 48-59. doi: 10.11648/j.ajist.20210503.11

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    AMA Style

    Yugh Sandra Mlumun, Deborah Uzoamaka Ebem, Onyianta John Chiedozie, Musa Ibrahim Umar, Arinze Uchechukwu Christian. Intellectual Impact of Mobile Educational Games on Secondary School Education in Nigeria: Case Study of Government Girls' College Makurdi. Am J Inf Sci Technol. 2021;5(3):48-59. doi: 10.11648/j.ajist.20210503.11

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  • @article{10.11648/j.ajist.20210503.11,
      author = {Yugh Sandra Mlumun and Deborah Uzoamaka Ebem and Onyianta John Chiedozie and Musa Ibrahim Umar and Arinze Uchechukwu Christian},
      title = {Intellectual Impact of Mobile Educational Games on Secondary School Education in Nigeria: Case Study of Government Girls' College Makurdi},
      journal = {American Journal of Information Science and Technology},
      volume = {5},
      number = {3},
      pages = {48-59},
      doi = {10.11648/j.ajist.20210503.11},
      url = {https://doi.org/10.11648/j.ajist.20210503.11},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ajist.20210503.11},
      abstract = {Mobile phones, laptops, tablets and lots more have become a learning tool with unlimited prospects in both classrooms and outdoor learning. Using mobile games in education combines conventional and active learning with fun in possibly exceptional forms. This study accessed the intellectual impact of mobile educational games on secondary school education in Nigeria. A case study approach was adopted for the quantitative research. The sample consisted of 169 students and 52 teachers respectively. Questionnaires were administered to them. Sixty-four percent (64%) of students and fifty two percent (52%) of teachers were aware of mobile educational games. Forty three (43%) of students and forty six percent (46%) of teachers used mobile educational games. Fifty four (54%) of students and forty two percent (42%) of teachers responded that Mobile educational games assist learning and teaching. Forty five (45%) of students and thirty five (35%) of teachers responded that existing mobile educational games are very helpful in assisting learning and teaching. Fifty seven percent (57%) of students and twenty three (23%) of teachers indicated that existing mobile educational games are not based on secondary school subjects. The study recommended that selected questions for such games should be based on the Nigerian secondary-school curriculum, and students and teachers should be effectively exposed to this tool so as to enhance the quality of education in the secondary school sector.},
     year = {2021}
    }
    

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    T1  - Intellectual Impact of Mobile Educational Games on Secondary School Education in Nigeria: Case Study of Government Girls' College Makurdi
    AU  - Yugh Sandra Mlumun
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    JF  - American Journal of Information Science and Technology
    JO  - American Journal of Information Science and Technology
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    AB  - Mobile phones, laptops, tablets and lots more have become a learning tool with unlimited prospects in both classrooms and outdoor learning. Using mobile games in education combines conventional and active learning with fun in possibly exceptional forms. This study accessed the intellectual impact of mobile educational games on secondary school education in Nigeria. A case study approach was adopted for the quantitative research. The sample consisted of 169 students and 52 teachers respectively. Questionnaires were administered to them. Sixty-four percent (64%) of students and fifty two percent (52%) of teachers were aware of mobile educational games. Forty three (43%) of students and forty six percent (46%) of teachers used mobile educational games. Fifty four (54%) of students and forty two percent (42%) of teachers responded that Mobile educational games assist learning and teaching. Forty five (45%) of students and thirty five (35%) of teachers responded that existing mobile educational games are very helpful in assisting learning and teaching. Fifty seven percent (57%) of students and twenty three (23%) of teachers indicated that existing mobile educational games are not based on secondary school subjects. The study recommended that selected questions for such games should be based on the Nigerian secondary-school curriculum, and students and teachers should be effectively exposed to this tool so as to enhance the quality of education in the secondary school sector.
    VL  - 5
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Author Information
  • Department of Computer Science, University of Nigeria, Nsukka, Nigeria

  • Department of Computer Science, University of Nigeria, Nsukka, Nigeria

  • Department of Computer Science, University of Nigeria, Nsukka, Nigeria

  • Department of Extension/Management, College of Agriculture, Jalingo, Nigeria

  • School of Postgraduate Studies (SPGS), Faculty of Physical Sciences, Department of Computer Science, University of Nigeria, Nsukka, Nigeria

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