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We Play We Learn: Exploring the Value of Digital Educational Games in Rural Egypt

Published: 02 May 2017 Publication History

Abstract

The Egyptian education system faces urgent challenges. Proposed governmental reforms tend to focus on increasing access to physical and digital resources. There is insufficient understanding as to how the provided resources are currently used in rural areas. We explored the extent to which digital technology could motivate primary students to collaboratively learn a challenging topic in the National Mathematics Curriculum. We designed and researched a digital game to support memorizing multiplication facts. We used an incentive structure that encouraged individual learning with rewarding teamwork. The game was tested with mixed ability and gender groups of students using the Teams-Game-Tournament collaboration technique. A key outcome was that the students with educationally disadvantaged backgrounds benefited from using the game format. They devised their own play and study strategies. We discuss implications on future designs of the game, and considerations for its integration in Egyptian schools.

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cover image ACM Conferences
CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems
May 2017
7138 pages
ISBN:9781450346559
DOI:10.1145/3025453
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 02 May 2017

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Author Tags

  1. Egypt
  2. HCI4D
  3. ICT4D
  4. ICTD
  5. collaborative learning
  6. edutainment
  7. game-based learning
  8. games
  9. play

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CHI '17 Paper Acceptance Rate 600 of 2,400 submissions, 25%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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  • (2022)Assessing the impact of digital games-based learning on students’ performance in learning fractions using (ABACUS) software applicationEurasia Journal of Mathematics, Science and Technology Education10.29333/ejmste/1242118:10(em2159)Online publication date: 2022
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