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), 2021. Published by Science Publishing Group |
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
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
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
@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} }
TY - JOUR T1 - Intellectual Impact of Mobile Educational Games on Secondary School Education in Nigeria: Case Study of Government Girls' College Makurdi AU - Yugh Sandra Mlumun AU - Deborah Uzoamaka Ebem AU - Onyianta John Chiedozie AU - Musa Ibrahim Umar AU - Arinze Uchechukwu Christian Y1 - 2021/07/09 PY - 2021 N1 - https://doi.org/10.11648/j.ajist.20210503.11 DO - 10.11648/j.ajist.20210503.11 T2 - American Journal of Information Science and Technology JF - American Journal of Information Science and Technology JO - American Journal of Information Science and Technology SP - 48 EP - 59 PB - Science Publishing Group SN - 2640-0588 UR - https://doi.org/10.11648/j.ajist.20210503.11 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 IS - 3 ER -