Can Game-Based Learning Help to Increase the Awareness of Water Management in Uganda? A Case Study for Primary and Secondary Schools
Abstract
:1. Introduction
2. Materials and Methods
2.1. Data Collection
2.2. Game Design and Educational Objectives
2.2.1. Testing of the Games with Students
2.2.2. Identified Challenges and Adjustments
2.3. Materials and Instructions
2.3.1. Water Conservation Snakes and Ladders
2.3.2. Water Awareness Quartet Cards
2.3.3. Water Pollution Puzzle
2.4. Distribution of the Games
2.5. Assessment of the Games Using Questionnaire
- 5. a.
- Rank the game you enjoyed most. (1—Most enjoyed and 3—Least enjoyed).
- 1.
- ___________________________________________________________________
- 2.
- ___________________________________________________________________
- 3.
- ___________________________________________________________________
- 10. a.
- Rank the games according to which one helped you most to learn about the activities (1—Most helped and 3—Least helped)
- 1.
- ___________________________________________________________________
- 2.
- ___________________________________________________________________
- 3.
- ___________________________________________________________________
2.6. Questionnaire Design
2.6.1. Testing of the Questionnaires
2.6.2. Distribution of Questionnaires
2.7. Ethical Considerations
2.8. Data Analysis
3. Results
3.1. Effects of Games on Students’ Learning
- -
- Formula for Mean:
- -
- Formula for Mean difference:
3.2. Game-Based Learning Material That Most Improved Student Performance in the Pre-Test and Post-Test
3.3. Impact of Each Game on the Students’ Awareness of Water Resources Management According to Their Age Group
3.3.1. WCSL
3.3.2. WAQC
3.3.3. WPP
3.4. Science and Social Study Questions About Water-Related Topics Before and After the Games
3.4.1. Social and Scientific Questions About Water-Related Topics Before and After the Games Basing on the Students’ Age
Science Questions
Social Studies
4. Discussion
5. Conclusions
5.1. Implications
- -
- Student age can influence game-based learning choices, making age-appropriate games crucial for understanding water resource management and ensuring engagement;
- -
- Subject preferences may affect students’ ability to understand water-related topics in Science rather than Social Studies, and vice versa, highlighting the need for balanced inclusion of water-related topics in both subjects;
- -
- Regular teaching of water-related themes across all academic terms is critical for student comprehension and retention of taught materials.
5.2. Limitations
5.3. Future Works
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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WAQC | WCSL | WPP | ||||
---|---|---|---|---|---|---|
Questions | Pre-Test | Post-Test | Pre-Test | Post-Test | Pre-Test | Post-Test |
Q4 | 74% | 65% | 62% | 83% | 74% | 90% |
Q5 | 18% | 72% | 70% | 83% | 83% | 85% |
Q6 | 22% | 68% | 61% | 91% | 86% | 94% |
Q7 | 47% | 87% | 82% | 82% | 56% | 56% |
Q8 | 57% | 75% | 39% | 79% | 81% | 91% |
Q9 | 72% | 90% | 44% | 61% | 77% | 81% |
Q10 | 38% | 44% | 26% | 32% | 26% | 82% |
Mean Pre-Test Score | Mean Post-Test Score | Difference (Post-Test–Pre-Test) | p-Value | Interpretation | |
---|---|---|---|---|---|
WAQC | 3.38 | 4.79 | 1.41 | <0.001 | Significant difference |
WCSL | 3.12 | 4.18 | 1.06 | <0.001 | Significant difference |
WPP | 4.83 | 5.60 | 0.77 | <0.001 | Significant difference |
Feedback | Words | Frequency (Times) | Percentage of Frequent Words Used |
---|---|---|---|
Positive | Good | 135 | 82 |
Interesting | 120 | 73 | |
Fun | 97 | 59 | |
Educative | 94 | 57 | |
Happy | 57 | 36 | |
Awesome | 48 | 29 | |
Negative | Annoying | 29 | 18 |
Bad | 18 | 11 | |
Confusing | 11 | 7 | |
Boring | 8 | 5 | |
Hard | 8 | 5 | |
Unenjoyable | 3 | 2 |
Pre and Post Questionnaire | Science Question | Social Studies Question | Supplementary Material |
---|---|---|---|
WCSL | Q4 | Q6 | Document S8 & S9 |
Q5 | Q7 | ||
Q10 | Q9 | ||
WAQC | - | Q4 | Document S6 & S7 |
- | Q5 | ||
- | Q9 | ||
WPP | Q4 | - | Document S10 & S11 |
Q5 | - | ||
Q6 | - |
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Nalumenya, B.; Rubinato, M.; Kennedy, M.; Catterson, J. Can Game-Based Learning Help to Increase the Awareness of Water Management in Uganda? A Case Study for Primary and Secondary Schools. World 2024, 5, 981-1003. https://doi.org/10.3390/world5040050
Nalumenya B, Rubinato M, Kennedy M, Catterson J. Can Game-Based Learning Help to Increase the Awareness of Water Management in Uganda? A Case Study for Primary and Secondary Schools. World. 2024; 5(4):981-1003. https://doi.org/10.3390/world5040050
Chicago/Turabian StyleNalumenya, Brian, Matteo Rubinato, Michael Kennedy, and Jade Catterson. 2024. "Can Game-Based Learning Help to Increase the Awareness of Water Management in Uganda? A Case Study for Primary and Secondary Schools" World 5, no. 4: 981-1003. https://doi.org/10.3390/world5040050
APA StyleNalumenya, B., Rubinato, M., Kennedy, M., & Catterson, J. (2024). Can Game-Based Learning Help to Increase the Awareness of Water Management in Uganda? A Case Study for Primary and Secondary Schools. World, 5(4), 981-1003. https://doi.org/10.3390/world5040050