Skip to main content
Log in

Enhancing early numeracy skills with a tablet-based math game intervention: a study in Tanzania

  • Cultural and Regional Perspectives
  • Published:
Educational Technology Research and Development Aims and scope Submit manuscript

Abstract

The study presents results of a tablet-based math game intervention to enhance early numeracy skills of children in Tanzania. Standard level 1 children (n = 122), attending a rural primary school, were randomly allocated to either intervention or control group. The intervention group participated in a daily intervention session for 46 days. Children’s performances in number identification, quantity discrimination, addition, subtraction, and missing number tasks were measured before and after the intervention with randomly selected children from both groups (treatment = 30, control = 31). Score gains in the intervention group were substantially greater than those in the control group. In particular, statistically significant effects of the intervention were identified in quantity discrimination, addition, and subtraction tasks. Item-level analyses using Item Response Theory showed that addition and subtraction items involving regrouping and most missing number items were too difficult even after the intervention. The study also identified which games were played the most or least during the sessions from play-log data and analyzed associations between children’s test performances and gameplays.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3

Similar content being viewed by others

Notes

  1. Standard levels 2 and 3 are equivalent to grades 2 and 3.

  2. For more information about the app, visit www.kitkitschool.com and the Global Learning XPRIZE competition: https://www.xprize.org/prizes/global-learning#prize-activity

  3. The IRT model (in particular, the Rasch model) specifies the probability that the response (X) to item i is correct using the model below. \(P(X_{i} = 1|\theta ) = \frac{{\exp (\theta - \delta_{i} )}}{{1 + \exp (\theta - \delta_{i} )}}\). In the above equation, \(\theta\) represents ability, and \({\delta }_{i}\) represents the value of the difficulty parameter for item i.

  4. The logits are related to the probability of a child succeeding at an item and are specifically the log of the odds of that occurring.

  5. The distribution of the target population’s numerical ability was estimated from the tested sample using plausible values (Von Davier et al. 2009).

  6. The corresponding raw total score is 35.

References

  • Balanskat, A., Bannister, D., Hertz, B., Sigillò, E., Vuorikari, R., Kampylis, P., et al. (2013). Overview and analysis of 1:1 learning initiative in Europe, JRC scientific and policy reports. Ispra: Joint Research Centre of the European Commission

    Google Scholar 

  • Banister, S. (2010). Integrating the iPod Touch in K–12 education: Visions and vices. Computers in the Schools, 27(2), 121–131

    Google Scholar 

  • Baroody, A. J., Lai, M. L., & Mix, K. S. (2006). The development of young children’s early number and operation sense and its implications for early childhood education. Handbook of Research on the Education of Young Children, 2, 187–221

    Google Scholar 

  • Bell, A. (2006). Handheld computers in schools and media centers. Worthington: Linworth Publishing, Incorporated

    Google Scholar 

  • Bender, W., Kane, C., Cornish, J., & Donahue, N. (2012). Learning to change the world: The social impact of one laptop per child. New York, NY: Palgrave Macmillan

    Google Scholar 

  • Brombacher, A., Nordstrum, L., Davidson, M., Batchelder, K., Cummiskey, C., & King, S. (2014). National baseline assessment for the 3Rs (reading, writing, and arithmetic) using EGRA. EGMA, and SSME in Tanzania: Study Report

  • Carr, J. M. (2012). Does math achievement h’APP’en when iPads and game-based learning are incorporated into fifth-grade mathematics instruction? Journal of Information Technology Education: Research, 11, 269–286

    Google Scholar 

  • Cayton-Hodges, G. A., Feng, G., & Pan, X. (2015). Tablet-based math assessment: What can we learn from math apps? Journal of Educational Technology & Society, 18(2), 3–20

    Google Scholar 

  • Charles, D., & McAlister, M. (2004). Integrating ideas about invisible playgrounds from play theory into online educational digital games. In International Conference on Entertainment Computing (pp. 598–601). Springer, Berlin, Heidelberg

  • Clements, D. H., & Sarama, J. (2007). Early childhood mathematics learning. In F. K. Lester (Ed.), Second handbook of research on mathematics teaching and learning: A project of the national council of teachers of mathematics (pp. 461–555). Charlotte: Information Age Pub

    Google Scholar 

  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686

    Google Scholar 

  • Cooper, L. Z. (2005). Developmentally appropriate digital environments for young children. Library Trends, 54(2), 286–302

    Google Scholar 

  • Cordova, D. I., & Lepper, M. R. (1996). Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology, 88(4), 715–730

    Google Scholar 

  • Dejonckheere, P. J., Smitsman, A. W., Desoete, A., Haeck, B., Ghyselinck, K., Hillaert, K., et al. (2015). Early math learning with tablet PCs: The role of action. European Journal of Psychology and Educational Studies, 2(3), 79–87

    Google Scholar 

  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9–15). IEEE

  • Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 1–14

    Google Scholar 

  • Ferreira, S. M., Gouin-Vallerand, C., & Hotte, R. (2016). Game based learning: a case study on designing an educational game for children in developing countries. In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) (pp. 1–8). IEEE

  • Foegen, A., Jiban, C., & Deno, S. (2007). Progress monitoring measures in mathematics: A review of the literature. The Journal of Special Education, 41(2), 121–139

    Google Scholar 

  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441–467

    Google Scholar 

  • Gersten, R., Jordan, N. C., & Flojo, J. R. (2005). Early identification and interventions for students with mathematics difficulties. Journal of Learning Disabilities, 38(4), 293–304

    Google Scholar 

  • Greeno, J. G. (1991). Number sense as situated knowing in a conceptual domain. Journal for Research in Mathematics Education, 22, 170–218

    Google Scholar 

  • Griffin, S. (2004). Building number sense with number worlds: A mathematics program for young children. Early Childhood Research Quarterly, 19(1), 173–180

    Google Scholar 

  • Haßler, B., Major, L., & Hennessy, S. (2016). Tablet use in schools: A critical review of the evidence for learning outcomes. Journal of Computer Assisted Learning, 32(2), 139–156

    Google Scholar 

  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025–3034). IEEE

  • Hung, C. Y., Sun, J. C. Y., & Yu, P. T. (2015). The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning. Interactive Learning Environments, 23(2), 172–190

    Google Scholar 

  • Ifenthaler, D., & Schweinbenz, V. (2013). The acceptance of Tablet-PCs in classroom instruction: The teachers’ perspectives. Computers in Human Behavior, 29(3), 525–534

    Google Scholar 

  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Wiley

    Google Scholar 

  • Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 51(4), 1609–1620

    Google Scholar 

  • Kim, P. H. (2009). Action research approach on mobile learning design for the underserved. Educational Technology Research and Development, 57(3), 415–435

    Google Scholar 

  • Kim, P., Buckner, E., Kim, H., Makany, T., Taleja, N., & Parikh, V. (2012). A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India. International Journal of Educational Development, 32(2), 329–340

    Google Scholar 

  • Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward. Cambridge, MA: The Education Arcade

    Google Scholar 

  • Kucirkova, N. (2014). iPads in early education: Separating assumptions and evidence. Frontiers in Psychology, 5, 715

    Google Scholar 

  • Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1–5.

    Google Scholar 

  • Lepper, M. R. (1988). Motivational considerations in the study of instruction. Cognition and Instruction, 5(4), 289–309

    Google Scholar 

  • Li, Q., & Ma, X. (2010). A meta-analysis of the effects of computer technology on school students’ mathematics learning. Educational Psychology Review, 22(3), 215–243

    Google Scholar 

  • Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Koivisto, J. & Hamari J. (Eds) Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018 (pp. 11–19). CEUR-WS

  • Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: Cognitive and affective process analyses (pp. 223–253). Hillsdale, NJ: Lawrence Erlbaum Associates

    Google Scholar 

  • Moyer, P. S., Bolyard, J. J., & Spikell, M. A. (2002). What are virtual manipulatives? Teaching Children Mathematics, 8(6), 372–377

    Google Scholar 

  • Moyer, P. S., Niezgoda, D., & Stanley, J. (2005). Young children’s use of virtual manipulatives and other forms of mathematical representations. Technology-supported Mathematics Learning Environments, 1, 17

    Google Scholar 

  • Moyer-Packenham, P. S., Lommatsch, C. W., Litster, K., Ashby, J., Bullock, E. K., Roxburgh, A. L.,... & Clarke-Midura, J. (2019). How design features in digital math games support learning and mathematics connections. Computers in Human Behavior, 91, 316–332

  • Moyer-Packenham, P. S., & Westenskow, A. (2013). Effects of virtual manipulatives on student achievement and mathematics learning. International Journal of Virtual and Personal Learning Environments, 4(3), 35–50

    Google Scholar 

  • Murray, O. T., & Olcese, N. R. (2011). Teaching and learning with iPads, ready or not? TechTrends, 55(6), 42–48

    Google Scholar 

  • National Council of Teachers of Mathematics (NCTM). (2014). Principles to actions: Ensuring mathematical success for all. Reston: NCTM, National Council of Teachers of Mathematics

    Google Scholar 

  • Nichols, S. J. V. (2007). New interfaces at the touch of a fingertip. Computer, 40(8), 12–15

    Google Scholar 

  • Okamoto, Y., & Case, R. (1996). II. Exploring the microstructure of children's central conceptual structures in the domain of number. Monographs of the Society for Research in Child Development, 61(1–2), 27–58

    Google Scholar 

  • Paek, S., Hoffman, D. L., & Black, J. B. (2016). Perceptual factors and learning in digital environments. Educational Technology Research and Development, 64(3), 435–457

    Google Scholar 

  • Piaget, J. (2013). Play, dreams and imitation in childhood. Abingdon: Routledge

    Google Scholar 

  • Pitchford, N. J. (2015). Development of early mathematical skills with a tablet intervention: A randomized control trial in Malawi. Frontiers in Psychology, 6, 485

    Google Scholar 

  • Power, T., Gater, R., Grant, C., & Winters, N. (2014). Educational technology topic guide. London: The Health & Education Advice & Resource Team (HEART) & Department for International Development (DFID)

    Google Scholar 

  • Praet, M., & Desoete, A. (2014). Enhancing young children's arithmetic skills through non-intensive, computerised kindergarten interventions: A randomised controlled study. Teaching and Teacher Education, 39, 56–65

    Google Scholar 

  • Räsänen, P., Salminen, J., Wilson, A. J., Aunio, P., & Dehaene, S. (2009). Computer-assisted intervention for children with low numeracy skills. Cognitive Development, 24(4), 450–472

    Google Scholar 

  • Rasch, G. (1960). Studies in mathematical psychology: I. Probabilistic models for some intelligence and attainment tests. Tivoli: Nielsen & Lydiche

    Google Scholar 

  • Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P.,... & Rodriguez, P. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71–94

  • Roschelle, J., Shechtman, N., Tatar, D., Hegedus, S., Hopkins, B., Empson, S.,... & Gallagher, L. P. (2010). Integration of technology, curriculum, and professional development for advancing middle school mathematics: Three large-scale studies. American Educational Research Journal, 47(4), 833–878

  • Sarama, J., & Clements, D. H. (2009). “Concrete” computer manipulatives in mathematics education. Child Development Perspectives, 3(3), 145–150

    Google Scholar 

  • Schacter, J., & Jo, B. (2016). Improving low-income pre-schoolers mathematics achievement with Math Shelf, a preschool tablet computer curriculum. Computers in Human Behavior, 55, 223–229

    Google Scholar 

  • Steenbergen-Hu, S., & Cooper, H. (2013). A meta-analysis of the effectiveness of intelligent tutoring systems on K-12 students’ mathematical learning. Journal of Educational Psychology, 105(4), 970

    Google Scholar 

  • Stubbé, H., Badri, A., Telford, R., van der Hulst, A., & van Joolingen, W. (2016). E-learning Sudan, formal learning for out-of-school children. Electronic Journal of e-Learning, 14(2), 136–149

    Google Scholar 

  • Tanzania Institue of Education. (2016). Basic Education Syllabus for Standard I. Retrieved April 30, 2020, from https://www.tie.go.tz/uploads/files/Basic%20Education%20Syllabus%20for%20Standard%20I%20-%2023.1.2018.pdf.

  • Tobias, S., Fletcher, J. D., & Chen, F. (2015). Digital games as educational technology: Promise and challenges in the use of games to teach. Educational Technology, 5, 3–12

    Google Scholar 

  • UNESCO. (2014). EFA Global Monitoring Report 2013/4—Teaching and learning: Achieving quality for all. Paris: UNESCO

    Google Scholar 

  • UNICEF (2013). Tanzania Annual Report 2013

  • United States Agency for International Development. (2017). Vernacular Evaluation Report: A cost-effectiveness study of ICT in Zambian Community Schools. Washington, DC: USAID

    Google Scholar 

  • Von Davier, M., Gonzales, E., & Mislevy, R. (2009). What are plausible values and why are they useful? IERI Monograph Series, 2, 9–36

    Google Scholar 

  • Vygotsky, L. (1978). Minds in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press

    Google Scholar 

  • World Bank. (2016). Service Delivery Indicators: Tanzania—Education. Retreived April 30, 2020, from http://documents.worldbank.org/curated/en/738551467996696039/pdf/105994-BRI-P146421-WB-SDI-Brief-Tanzania-EDU-final-PUBLIC.pdf.

  • Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B.,... & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89

  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol: O'Reilly Media, Inc

    Google Scholar 

Download references

Acknowledgements

We are grateful to the following people and organizations that helped to conduct this study: Sooin Lee (CEO, Enuma Inc.), Gunho Lee (Chief Programmer, Enuma Inc.), Yeongji Choi (Project Coordinator, Enuma Inc.), the Tanzania Ministry of Education, and the principal and teachers at Yomba Primary School. This study was funded in part by the grant titled “2017 Creative Technology Solution Seed 2” awarded to Enuma Inc. by Korea International Cooperation Agency (KOICA).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Hye Kyung Lee.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Lee, H.K., Choi, A. Enhancing early numeracy skills with a tablet-based math game intervention: a study in Tanzania. Education Tech Research Dev 68, 3567–3585 (2020). https://doi.org/10.1007/s11423-020-09808-y

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11423-020-09808-y

Keywords

Navigation