Implementation of interactivity in gaming for learning in preparatory schools

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Implementationof interactivity in gaming for learning in preparatory schools

Fromnorth to south, east to west, Europe to North America stakeholdersnow are looking for new means and ways to adopt interactive learningin schools. As the world witnesses innovations and the fact that theworld now is a global village, new teaching methods are nowinevitable. The current paper, therefore, explores human-computerinteraction as an area of research that focuses on preparatoryschools and the influence of incorporating gaming in learning. Gamingin learning has grown quickly and steadily for many years, attractingmany people from other fields and contributing towards the growth ofthis field (Junker, 2010).On the other hand, interactivity in learning is important inacquiring of concepts and information.

Inaddition, interactivity is interpreted as an art for it needs acertain degree of skills, which include knowing more about thelearner, understanding facts about software engineering, the effectsof software design and application of suitable graphical userinterfaces.


PreparatorySchools are critical in the growth of children both academically andnurture them to be response citizens later in life. However, manypreparatory schools use manual systems in the daily management of theschool that is the issuance of textbooks, lecture mode of teachingand this involves direct interaction between the teachers and thepupils. Thus, this mode of interaction makes it cumbersome andexpensive in that each student is supposed to be issued with atextbook which not all students can afford. On the other hand, thenumber of textbooks to pupil’s ratio is quite minimal in that notall the pupils getaccess the books during class time. Pupils alsohave lower concentration and get bored by this manual process whichmakes learning hard to understand the concepts taught in class.


Theuse of manual systems in Preparatory schools means minimumavailability of resources which is extravagant because of thepurchase of learning materials including the offer of learning formore hours. Another major challenge is that pupil to teacher ratiolow, which makes it more difficult in the management of resources.


Meanwhile,when implementing a new project there are implications which caneither be financial and non-financial implications. To start with,the non-financial methods are the gains that an institution considersand will have a final bearing on the completion of the project. It isone of the most effective strategies in the project selection andwill affect the major decisions in the implementation of thisproject. Today, there is need for organizations and institutions tobuild effective and working relationships with both new and existingclients. Thus, this interactivity learning will adopt a new conceptin new teaching styles and hence there is need to involve all thestakeholders in its implementation.


Inthis case, the school aims to come up with a computer gameapplication that will aid in learning and change the pedagogydelivery among the learners. Besides, the game will enable learnersto grasp concepts easily and within less time that they areaccustomed to. Consequently, this will enable learners to be morecreative an interactive learning environment in the classroomenvironment.


1.First, is to undertake a research on the impact of game-basedlearning applications on children

2.In addition, developing a game-based learning application that withmultiple modules to enhance creativity and interactivity of learningon children.

3.Meanwhile, Testing of the game-based application by presenting it tothe children and observing their reaction to the game.



Theintroduction of gaming applications in the education curriculum willbring vast changes such as:

(i) First, the new gaming application will provide room that will allowteachers to assess the learners in an efficient way unlike in thecurrent system.

(ii)It will improve the interactivity of students during learningactivities.

(iii)It will motivate students. This is driven by the belief about howgood students will become.

(iv)Finally,the application contains new games that will engage learners in a newlearning environment mode and the teachers can assess them in realtime.

ProductScope Description

Thegame application will encourage competition between the learnerswhich will improve the learning process and improve the performanceof students.On the other hand, a new change in student attitudetowards certain subjects and topics during their learning.Finally,the game application will promote logical and interactivethinking in the learners.



Thegame application should minimize the time taken by learners andteachers alike to perform their duties

Increment1 Functionality

Thefollowing criteria will be used to measure the quality of the game.If the game has all these features, then it satisfies the quality ofapplication that is required.

First,the learners should be able to start a new game, end the currentprogress of the game application, stop the game and at the end of itall finish playing the game.The scores of each learner should bedisplayed on the scoreboard. Secondly, the available answers shouldbe presented to the learner and there should be a leader board whereall scores are recorded according to the highest to the lowest.

Increment2 Functionality

Thefollowing are the requirements that will be used to determine if theapplication will be accepted or not. The application should have allthese incorporated in it.

Oneof the questions that stakeholders will ask falls within thedifferent choices where one of the choices is the correct answer.Learners select an answer to the questions asked. The gameapplication should know if the answer has been selected. A timershould keep the time taken to answer a question.


Theproject will not come up with an application that will substitute therole of teachers in the classroom. The game application will notperform activities meant for the teachers instead it will assist themin their workload (Murugananthan &amp ShivaKumar,2016).


Thelack of enough resources may limit achieving the deliverables of thisproject. The resources include stationery, an internet connection,required software applications for developing this project andtransport costs.


Thefirst assumption is that students will become more creative and alsounderstand the concepts offered easily. On the other hand, continuousplaying of the game will help the learner to tackle questions quicklyand logically. Besides, the game application helps learners insituations that require quick thinking. Finally, game applicationwill help a learner in making decisions during important anduncomfortable situations.

Conclusionand Recommendations

Tosum up, it is evident from above that adopting a new concept in thepreparatory schools will have far-reaching changes in the entireeducation system. One, it will eliminate the current manual systemthat is slow and unreliable, reduce the down time in schools andinteractive learning between students will be the order of the day.Lastly, it is, therefore, important to involve all the stakeholdersin the implementation of this project as it will be a disruptiveinnovation in the education sector.


Junker,&nbspB.(2010). Modeling Hierarchy and Dependence among Task Responses inEducational Data Mining. Handbook of Educational Data Mining,143-155. doi:10.1201/b10274-12

Murugananthan,&nbspV.,&amp ShivaKumar,&nbspB.&nbspL. (2016). An Adaptive EducationalData Mining Technique for Mining Educational Data Models in ElearningSystems. Indian Journal of Science and Technology, 9(3).doi:10.17485/ijst/2016/v9i3/86392