IDEAS home Printed from https://ideas.repec.org/a/mgs/iojome/v2y2022i4p7-19.html
   My bibliography  Save this article

Integrating Gamification into Middle School Mathematics Curriculum: Game-Based Learning Approach in Namibia

Author

Listed:
  • Johanna Pangeiko Nautwima

    (Namibia Business School, University of Namibia, Windhoek, Namibia)

  • Asa Romeo Asa

    (Namibian – German Institute for Logistics, Namibia University of Science and Technology, Windhoek, Namibia)

  • Victor Panduleni Nendongo

    (Department of Informatics, Namibia University of Science and Technology, Windhoek, Namibia)

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.

Suggested Citation

  • Johanna Pangeiko Nautwima & Asa Romeo Asa & Victor Panduleni Nendongo, 2022. "Integrating Gamification into Middle School Mathematics Curriculum: Game-Based Learning Approach in Namibia," International Journal of Operations Management, Inovatus Services Ltd., vol. 2(4), pages 7-19, November.
  • Handle: RePEc:mgs:iojome:v:2:y:2022:i:4:p:7-19
    DOI: 10.18775/ijom.2757-0509.2020.24.4001
    as

    Download full text from publisher

    File URL: https://researchleap.com/wp-content/uploads/2023/03/01_Integrating-Gamification-into-Middle-School-Mathematics-Curriculum.pdf
    Download Restriction: no

    File URL: https://researchleap.com/integrating-gamification-into-middle-school-mathematics-curriculum-game-based-learning-approach-in-namibia/
    Download Restriction: no

    File URL: https://libkey.io/10.18775/ijom.2757-0509.2020.24.4001?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Alharbi Awatif Abdullah M. & Cuihong Yang, 2019. "Applying Active Learning in Classroom Environment: Implications for Mathematical Achievement," Journal of International Business Research and Marketing, Inovatus Services Ltd., vol. 4(3), pages 43-51, March.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.

      More about this item

      Keywords

      Integrating gamification in mathematics curriculum; Game-based learning in Namibia; Teachers' perception of gamification; Learners' perception of gamification;
      All these keywords.

      JEL classification:

      • M00 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - General - - - General

      Statistics

      Access and download statistics

      Corrections

      All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:mgs:iojome:v:2:y:2022:i:4:p:7-19. See general information about how to correct material in RePEc.

      If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

      If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

      If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

      For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Bojan Obrenovic (email available below). General contact details of provider: https://researchleap.com/ .

      Please note that corrections may take a couple of weeks to filter through the various RePEc services.

      IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.