Project Title: Investigating the Impact of Game Based Learning using tablets in Learning Mathematics for Primary School Students in Pakistan
Principal Investigator: Dr.Muddassir Malik, Ms.Farzana Ahmad, Dr. Salma Siddiqui
In September 2015, the Foundation for Information Technology Education and Development (FIT-ED) of the Philippines, as part of the Information Networks in Asia and Sub-Saharan Africa (INASSA) program funded jointly by the International Development Research Centre (IDRC) of Canada and the Department for International Development (DFID) of the United Kingdom, announced a call for proposals on Digital Learning for Development (DL4D).
In response to this call, Dr. Muddassir Malik, Ms. Farzana Ahmad of Department of Innovative Technologies in Education, and Dr. Salma Siddiqui, HoD Behavioural Sciences, S3H jointly submitted a proposal titled “Investigating the Impact of Game Based Learning using tablets in Learning Mathematics for Primary School Students in Pakistan.”
The proposal was accepted and SEECS received a funding of Rs. 4.1 Million from the funding agency in Philippines.
The main objective of this research is to create a knowledge base and stimulate debate at national and international level to address the issues of equity, quality and efficiency at primary education level using game based learning delivered through tablets technology. The proposed research aims to demonstrate interactive, individualised and customised learning for each learner of both the genders belonging to various socio-economic backgrounds.
The study is mainly focusing on children belonging to Out-of-School children schools in Islamabad that cater to the needs of street kids and those who have missed out their years of admitting into regular mainstream school.
The main research questions that this study would investigate are:
1) Does Game-based learning using tablet technology result in increased engagement, motivation and academic achievement and better learning beliefs for primary school students of different genders and socio-economic background in learning mathematics?
2) To what extent is it possible to practice self based learning in mathematics through a tablet based app without the need of an instructor for the student?
3) Do teachers find game based learning using tablets an acceptable treatment for use in the classroom compared to traditional techniques for learning mathematics?
Open House on Digital Game Based Learning 2016