Opeyemi’s work on the use of SpeedyRocket- a digital educational game to teach mathematics in classrooms in Nigeria has been published in IEEE Access. This action research case study aimed to determine if a digital educational game can stimulate interest and engagement with mathematics. SpeedyRocket, was used in the classroom in three schools in rural Ado-Ekiti, Nigeria to teach pupils about estimation, as part of the mathematics curriculum. The evaluation was carried out with the 60 pupils through a combination of a pupils’ mathematics attitude questionnaire, and classroom observation. The results demonstrate significant improvements in attitude to and engagement with mathematics across the target group, after using SpeedyRocket . Learners became co-creators of their own knowledge, sharing ideas, forging new learning pathways, competing, and cooperating with one another. Furthermore, the findings from the study provide insights into the changes that occur in the dynamics of the traditional classroom through the introduction of digital technology, especially in settings where it has not been previously used.
To read the full paper, please visit IEEE xplore