Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk IMPLEMENTATION OF MOBILE GAMES FOR MATHEMATICS LEARNING: A CASE OF NAMIBIAN SCHOOLS 1 MR ADMIRE KACHEPA, 2DR NOBERT JERE Department of Informatics, Polytechnic of Namibia, transforming into Namibia University of Science & Technology E-mail: [email protected], [email protected] ABSTRACT Mobile phones have become an important technological device used in many instances. The power of mobile phones can improve service delivery in many instances. It may not be appropriate to explain all the areas which the mobile phones have been used. We targeted the education sector. The motivation for this sector was that in many countries in Africa, science subjects like Mathematics have very low pass rates. We were interested in understanding how the mobile phone could be used to improve Mathematics learning. Again we focused on one feature of the mobile phones i.e games. We wanted to investigate if mobile users learn Mathematics when playing games. This study was encouraged by the young generation who mainly uses mobile phones to play games. Besides the popularity of mobile games, it is not clear whether people really learn when playing games. We carried out a study to identify the relationship between the mobile games and Mathematics learning. We carried out two different studies. The first one was targeting the Namibia High Schools learners Grade 9 and 10 and their teachers. The purpose of this was to determine the feasibility of mobile usage in teaching and learning at schools in Namibia. The second study involved first year students at Polytechnic of Namibia. Questionnaires were distributed to the participants to get their views on mobile usage, games and Mathematics learning. Game demonstrations were also done using Samsung Android phones. Results show that the Namibia High School community i.e learners and teachers own mobile phones, but do not prefer the use of mobile phones in teaching and learning. Tertiary students at Polytechnic of Namibia play mobile games. However, majority of the students do not learn any Mathematics in playing mobile games. The paper looks at the current mobile applications and games for learning Mathematics. In this paper we propose an implementation plan that could be used at Namibian schools to improve learning Mathematics by playing mobile games. Keywords: Culture, Games, Mathematics, Mobile Applications, Mobile Phone. studies that have been conducted on Mobile learning in various countries have been both academic and non-academic in nature. 1. INTRODUCTION Mathematics is known to be a challenging subject for learners in secondary schools across the world. Some countries, particularly developed nations, have adopted different methods and approaches of trying to address the challenge. Within the field of Computer Science and Information and Communication Technology (ICT), mathematics plays a significant role. Unfortunately, the challenge is still a huge concern in many developing countries, such as Namibia. As a result there is need for new learning solutions to help students improve their performance and attitude towards Mathematics. In this particular work, the researchers are interested in mobile learning as a tool to improve mathematics learning. The research Researchers have reported success in the attempts to use mobile learning in different areas of learning. According to research by the Learning and Skills Development Agency (LSDA) from the UK, young people could soon be using mobile telephones as a learning tool to help improve their English and Mathematics. Mobile learning assisted students in building their self-esteem and self-confidence with technology [1]. The paper is part of the main research on Mobile Framework for Mathematics Learning in Namibia. Therefore, some of the results are still in progress and more game demonstrations and experiments are underway. We are motivated 6 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk by the results available so far and these have been used to produce this paper 1.1 RESEARCH APPROACH 2. MOBILE GAMES VS MATHEMATICS Mathematics is a very important subject to learners in secondary schools and is a key subject to progress to University education or employment. According to Vani Kalloo and Permanand Mohan of the Department of Computing and Information Technology, The University of the West Indies, St. Augustine, Trinidad and Tobago, in their research titled MobileMath: An innovative solution to the problem of poor Mathematics performance in the Caribbean, found out that some of the factors which contribute to Students’ Poor Performances in Mathematics in the Caribbean include under staffing, inadequate teaching and learning materials, and retrogressive practices [2]. Also, learners’ geographical location is seen as another contributing factor. In Africa, a study carried out by Maliki, it was found out that rural school learners performed better than urban school learners and that male students obtained higher mean score than female students [3]. They said that urban schools shared common features of learning impediments such as reading retardation, high absenteeism, drug abuse, students vandalism, apathy and overcrowding which have manifested in their poor performance. Allan Wigfield and Judith L. Meece claim that in the US math anxiety has affected students’ achievement in Mathematics [4]. In their research titled Math Anxiety in Elementary and Secondary School Students, they showed that cognitive and affective components of math anxiety can be identified. They also showed how these components related to students’ perceptions of math ability, valuing of math, and math performance. There have been some efforts to improve Mathematics scores in secondary schools. The introduction of extra lessons in Mathematics is a common method parents use to help their children improve their performance [4]. There are also technology tools which can be used to help students improve their Mathematics scores but these technologies can be very costly. Parents have numerous expenses such as text books, school fees and extra lessons, and most of them may not be able to afford the extra expense of technological learning tools [4]. Two different studies were conducted to get feedback for this paper. The first study involved Namibian High Schools targeting learners and teachers. Three rural schools were targeted and 36 learners at each school in Grade 9-10 were engaged. 17 teachers from the three schools participated in the study. The schools which participated in this study were Eambahu Combined School in Ohangwena region, Oshuungu Combined School and Oshikuyu Combined School in Omusati region. In the same study urban schools around Windhoek were selected. These were Khomas High School and Shipena Secondary School all in the Khomas region. From these two schools a total of 36 learners were engaged and 17 teachers. The aim of the first study was to determine the feasibility of mobile usage within the teaching and learning at Namibian schools. We wanted to understand how the mobile phones are currently been used at the engaged schools. The second study included first year students at Polytechnic of Namibia from the School of Computing and Informatics. A total of 72 students participated. We wanted to find out the students’ perception on the usage of mobile phone and the types of games they played and ascertain whether that helped them in learning mathematics. The focus on the second study was more on the games played on the mobile phones. The quantitative research methodology was applied in this research. In both studies a questionnaire was distributed. It took the participants about 15 – 20 minutes to complete the questionnaire. It should be noted that this paper reports the findings from urban schools only from the first study. Results obtained from the rural schools were not considered for this paper. Therefore, from the first study a total of 53 questionnaires were completed by both learners and teachers. Seventy-two questionnaires were completed and returned during the second study. Game demonstrations were also done with High School participants and observations were done to determine if the participants were learning Mathematics from the games. Game demonstrations were done using Samsung Galaxy S4 with Android mobile games. 2.1 Success Stories Of Mobile Usage In Learning Mathematics A research done in Malaysia revealed that most of the surveyed students had access to mobile phones. The main research question to be answered in this paper is: How can mobile games be used and successfully implemented to improve Mathematics teaching and learning in Namibian schools. 7 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk Most of them played mobile games, and female students played games too. The finding also disclosed that, in order to make the mobile game based learning successful in a learning environment, it should embrace both entertainment and education purposes [9]. From the paper, “The interplay of Culture and Mathematics: The Rural Shona Classroom” it was found out that learners can benefit in their learning of mathematics from approaches that involved their environment [12]. The paper further explored how various Shona cultural activities and games could be of help in rural Shona mathematics class. The researchers argued that there is wisdom in injecting cultural and relevant environmental issues into the methods of teaching mathematics in rural Shona and that this would make the subject relevant to teach learners’ everyday experiences and therefore worthwhile learning [12]. For most learners Mathematics is an endless sequence of memorizing and forgetting facts and procedures that make little or no sense to them. Though the same topics are taught and re-taught year after year, some learners do not learn. Battista points out that numerous scientific studies have shown that traditional methods of teaching Mathematics not only are ineffective, but also seriously stunt the growth of learners’ Mathematical reasoning and problem-solving skills [5]. Traditional methods ignore recommendations by professional organizations in Mathematics education, and ignore modern scientific research on how children learn Mathematics [5]. According to the author the traditional teaching in Mathematics continues in Namibia and takes its toll on individuals and on the nation. The report of the National Institute for Educational Development (NIED): Professional and Resource development From the paper, entitled “Integrating culture into digital learning environments: studies using cultural educational games”, it was found out that culture was rapidly becoming an important consideration in the design of eLearning software firstly because of the increase in the number of users accessing software over the Internet, and secondly because of the sheer diversity in the cultural backgrounds of these users [5]. In this research an investigation of how culturally-oriented learning environments impact upon student learning experiences was carried out. The study revealed that undergraduate programming students were receptive and interested in the use of culturally – oriented games for practicing and gaining skill in programming. The students appreciated the use of culture and were especially engaged when humour was involved [5]. 2010 Report No: 3 on performance of learners in mathematics at upper primary phase in Namibia found that the performance according to the 2007 promotion schedules (CASS) of all the three Grades in all the 13 regions in this study was not impressive. The majority of the learners in all Grades cored ‘D’ and ‘E’ symbols. Some regions performed better than others [14]. It was observed that in Grade 5, learners in Tjozondjupa, Oshana, Oshikoto, and Omusati regions did not do well. Similarly, Grade 6 learners in Caprivi, Omaheke, Oshikoto, and Otjozondjupa regions did not do well. The situation was not that different for Grade 7 learners. Poor performance was noted in Kavango, Omusati, Hardap, Oshikoto, Otjozondjupa, and Caprivi Regions. The outcome of the 2007 Grade 7 external examination showed that among 13 regions, only Erongo Region demonstrated satisfactory performance and minor differences in performance between Paper 1 and 2 compared to the remaining regions. It was observed that there were no significant differences in learners’ performance between Paper 1 and 2 in all the regions although the overall performance on Paper 1 was slightly higher than Paper 2 indicating an urgent need for intervention on the assessment of the contents of the two papers and the teaching of the tested competencies in schools. The results of the achievement test were not satisfactory across all three Grades. The majority of the regions performed poorly on a number of topics and competencies. The worst performance in Grade 5 was recorded on Data Handling, Geometry, 2.2 Mathematics in Namibia Mathematics is widely regarded as one of the most important subjects in the Namibian school curriculum. In 2012, the Namibian Government’s Ministry of Education, Directorate of National Examinations and Assessment (DNEA) expressed concern and fear that, learners’ performance in Mathematics in Namibian schools is rather getting worse. Many students confess that they do not understand mathematics taught in the classroom, they do not see the significance of learning mathematics, and they do not like the subject. 8 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk Common Fractions and Measurement. Other major topics of concern were Money and Finance, Measurement: Length, Mass and Capacity, Geometry, Whole Numbers, Decimal Fractions, and Common Fractions, Measurement: Length, Mass and Capacity, Geometry, Measurement: Time and fractions in general. Grade 6 learners performed poorly in most of the tested competencies especially on Geometry, Measurement: Length, Mass and Capacity, Measurement: Time and Whole Numbers [6]. A similar pattern repeated in Grade7, learners faced serious problems in Measurement: Length, Mass and Capacity Common and Decimal Fractions, Money and Finance, Common Fractions and Decimal Fractions. It was most probably that the differences in teaching and learning style, teacher qualification, field of study, the regions, school culture and learners’ differences attributed to these differences. girls and women, persons with disabilities, and the elderly, as well as all others who for reasons of cost or because of time constraints are unable to enroll on campus [7]. A research on “An innovative solution to the problem of poor Mathematics performance in the Caribbean” revealed that there was an increase in performance after the learners used a mobile learning system they created. Not only was the new technology mobile but also the participants [2]. Participants functioned as mobile learners in the sense that they used the mathematical application anytime and anywhere, in informal settings, in the course of their everyday activities [8]. In the research, “M-Learning: A new paradigm for learning mathematics in Malaysia it was shown that mobile phones could be useful in learning mathematics [7]. They concluded that mathematics teachers should start implementing the M-learning to allow learners to independently explore the lesson taught with flexible access to the content and construct the affective teaching environment. Students were motivated and improved their self-esteem after successfully using mobile learning [9]. The project identified advantages of using mobile learning. There seemed to be a consistent pattern between the teachers’ gender on topics which were difficult to learners. More female teachers (Grade 6 and 7) conceived that learners encountered problems in learning and understanding Mathematics concepts and skills compared to male teachers. It might perhaps be logical arguing that female teachers were more careful and patient in observing learners performance while teaching and assessing them in different competencies compared to the male teachers. There were slight differences between male and female teachers on learners’ understanding and learning the Mathematics competencies. In the article, “Students perceptions of learning mathematics with cellular phones and applets”, it was concluded that middle school students were ready to learn mathematics with new technologies like the cellular phones and web applets, and from the other side, these devices possess the potentialities that make them efficient devices for learning mathematics in the classroom and outside it [10]. It was also concluded that although these devices may need improvements or additions, but starting teaching and learning with them would benefit students’ learning, from one side, and from the other side, would encourage improving them. Although the report was for the primary school level, the trend continues up to the secondary schools. This shows how dire the mathematics situation is in Namibia. With the current passed Bill which allows learners to learn Mathematics in their local languages up to Grade 5, the researchers anticipate a big chance of low or poor Mathematics understanding [6]. A model that emphasized key issues with regard to m-learning, as well as the critical success factors that are essential in ensuring adoption was proposed [2]. This model gave a broad, slightly user-centric, overview of all the elements that need to be in place in an m-learning environment, including the necessary stakeholders and key elements (communication infrastructure, mobile devices, learners and teachers), to ensure a seamless adoption of m-learning by the educational institution. The researchers also said that using wireless technologies in education impacts motivation, collaboration and portability, as well as resulting in benefits for students, parents and teachers. They said that a few problems may be 3. TECHNOLOGIES FOR MATHEMATICS Due to the need to improve performance in mathematics and learning in general, ICTs such as computers, and the Internet technologies has been explored. ICT artefacts are a potentially powerful tool for extending educational opportunities, both formal and non-formal, to previously underserved constituencies- scattered and rural populations, groups traditionally excluded from education due to cultural or social reasons such as ethnic minorities, 9 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk encountered (such as small screens, low bandwidth, processing capabilities and lake of teacher control) when integrating wireless technology in education but these can be overcome and are therefore not critical in ensuring the success of wireless technology as the benefits clearly outnumber the perceived difficulties. A look at the mobile devices on the market show that such features have improved significantly. These studies suggest that mobile learning can assist learners to improve their performance in mathematics. learning materials. Some of the learners have even become additive to the use of their Mobile devices for other activities such as games. We are aware that we are not the first researchers to study on mobile applications and mobile games for teaching and learning. We therefore, acknowledged the existing mobile applications which are currently available. The important idea in this paper is to borrow some concepts of already existing applications and see if these could be useful in implementing applications for the Namibian context. We explain some examples of mobile games that could be useful in coming up with the Namibia ones. In the document ICT for education, the Namibian government recognises the importance of ICT as a tool for development of the country. The document states that ICT has a role to play in education both directly as a subject and indirectly as a tool to assist in education delivery and management. It was argued that not only the technology is mobile but also the participants [8]. Participants functioned as mobile learners in the sense that they used the mathematical application anytime and anywhere. 3.2 Examples Of Mobile Applications For Learning Mathematics Go Math!- This mobile application was designed to support collaborative activity and encourage mathematical talk and activity among family members. For example, in Go Play Ball children and parents use mobile devices to calculate youngsters’ statistics after each game, such as their on-base percentage, and to use graphs to track progress over time for comparison to major league players. 3.1 Mobile Computing The learners’ performance in Mathematics subject does require attention in many developed and developing countries, Namibia included. As a result, Mobile computing (through its devices) was explored, which triggered the development of Mobile Interactive System (MIS) for learning Mathematics. Mobile computing was explored primarily because many of the learners spend more time with their Mobile devices than any other toy or learning materials. Some of the learners have even become additive to the use of their Mobile devices for other activities such as games and social activities. Figure 1. Batting Average Representation Unfortunately, the new (Mobile Interactive System) innovation does not seem to have solved the problem, as neither throughput in Mathematics has improved nor has learners’ utilisation or exploration of the system (MIS) increased. In Namibia, mobile learning utilization in schools is almost non-existent. The lack of utilisation of mobile learning and games to improve learning of Mathematics could be attributed to lack of applicability of mobile learning at schools in Namibia. One of the advantages of mobile learning is its affordability since the mobile application is expected to work on the phones the students already own. Also, mobile computing is explored primarily because many of the learners spend more time with their Mobile devices than any other toy or Go Play Ball Go Play Ball allows players to enter information about their little league performances. The players first enter general information about the game such as date and opponent. Then, they are taken through a screen that prompts them for the information for Batting Average and On-Base Percentage while being shown the process for the resulting computations. Finally, the players enter runs scored, how many hits they made and whether they won or lost the game. At any time, the players can track their progress by viewing graphs or charts about the individual statistics. This was developed for families who play games together. 10 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk Figure 2: Average vs. On Base Percentage Go Road Trip – this provides an infrastructure for mathematizing traditional family car activities, such as guessing the time of arrival at a destination, playing math/road games, and maintaining records of family road trip activities. Go Route Planner is a tool to help families record data about different routes between common destinations, such as school to the soccer field. Plotting the time data collected over multiple trips helps the family decide the best route at a given time of day. The mobile platform was chosen because family members carried mobile phones with them in daily activity, making use of them anytime, anywhere [13]. Figure 4: Allowing multiple players to guess 4. FINDINGS FROM NAMIBIAN PARTICIPANTS For the presentation of our results, we focused more on the findings from study two as they show both mobile usage and games played. We give a summary of the findings from study one in this section. 4.1 Views On Mobile Usage From Namibian Schools From the first study involving Khomas High School and Shipena Secondary School all in the Khomas region it was clear that both learners and teachers at Namibian High Schools are not willing to use mobile phones for teaching and learning. From the learners who participated in study one, 36 participants were engaged. 61% of the participants have own mobile phones. None of the learners would like to use mobile phones at school. They felt mobile phones should not be allowed at High School. This means that they do not believe that mobile phones could assist in teaching and learning. of them anytime, anywhere [13]. On the mobile usage and common features used, 67% mainly use the mobile phones for messages. Only one participant play games on the mobile phones and about 10% use phones for internet. Figure 3: Graphing Batting Average Go Road Trip is a mobile application designed to promote math awareness and fun with math during long road trips for families. The application is meant to help solve the often asked questions by the children of "are we there yet? Initially designed as a trip estimator tool, Go Road Trip has evolved into an application that families can play constantly throughout a trip. 89% of the leaners prefer books when studying. None of the learners would prefer the mobile to study. The main mobile problem faced by the learners was the issue of batteries. 44% indicated battery problems as the main challenge. There were other challenges such as network problems, failure to use 11 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk the mobile features, but these were not a major challenge. 4.2 Views on Mathematics at the Polytechnic of Namibia Data from the questionnaires was extracted. The following were the responses from the students on different questions. Despite not willing to use the mobile to learn, the participating learners would prefer to receive news via the mobile. This was shown by a 55% of the learners who prefer to receive latest news on their mobile phones. The other options were newsletters, word of mouth and emails. What is your gender?, It was found that 82% of the respondents were males while 18% were females. Asked whether they played games on their mobile phones, it was found out that 11 females said yes whilst 2 said no. With the males 51 said yes and 8 said no. This translated to 82% of the students playing games on their mobile phones whilst only 18% do not play games on their mobile phones. The participants also preferred the use of computers and power point presentation as the teaching and learning technology. The use of the chalkboard was not chosen at all. At the same time none preferred the mobile learning. Which games do you play? The results are shown in the table below. On the other hand, urban teachers who participated in study one, gave slightly different views on many questions. Out of the 17 teachers from both schools who participated, 58% of them do not support the idea of having mobile phones allowed at schools. This of course means almost half of the teachers would prefer mobile phones to be used at schools. On mobile usage, about 29.4% teachers play mobile games, 41.2% mainly use text messages. A couple of about 11% use cell phone banking. The majority of the teachers prefer studying using the books, this had 70% of the participants. On the other hand about 20% of the teachers prefer to use the laptops to study. About 47% of the teachers prefer to receive news via the mobile phones while others prefer facebook, radios and word of mouth. For teaching about 80% prefer to use the chalk board. It is shown in the graph above that, 6.9% of the students play the game called Cute Math, 25% play the game Find Difference, 15.3% play the game Puzzle 8 for Kids, 18.1% play the game Maze, 2.8% play the game Maths for Kids and 31.9% play other games which were not mentioned in the questionnaire. Why do you play the games? The responses are depicted by the graph below. The main problem with the current mobile phones was the battery problems and using the mobile features These results clearly show that there is more technophobia among the learners engaged as compared to the teachers. This could be an important finding which could enable implementation of the mobile applications for teaching and learning, as teachers will be in the fore- front. In most cases as indicated in current literature, most teachers are the ones who are technophobia, making it difficult to implement mobile learning in schools. 12 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk As shown by the graph, 48.6% play games for Fun, 26.4% play the games for Learning Purposes, 13.9% do it To Kill Time, and 11.1% play games for other reasons other than the ones that were mentioned in the questionnaire. Do you learn any mathematics concepts from the games? 77.8% said that they do learn some mathematics concepts from the games they play whilst 22.2% said that they do not learn any mathematics concepts from the games. From the question, What concepts do you learn? The graph below shows the responses obtained from the students. Learners Learn Mathematics when they play games from their Mobile phones. As seen from the graph, 63.9% learn problem solving techniques, 18% learn addition techniques, 5.6% learn subtraction techniques, 4.2% learn division techniques, 2.7% learn multiplication techniques and 5.6% learn other techniques which were not mentioned in the questionnaire. Learners learn Mathematics better from Cultural games. From the graphs it is seen that for part a) 6.9% strongly agree that learners learn mathematics when they play games on their mobile phones, 37.5% agree, 41.7% were neutral, 6.9% disagreed and 5.6% strongly disagreed. For part b) it was found out that 11.1% strongly agreed that learners learn mathematics better from cultural games, 18.1% agreed, 41.7% were neutral, 25% disagreed and 4.2% strongly disagreed with the suggestion that learners learn mathematics better from cultural games. Which cultural background do you come from? It was found that 62.5% come from the Vambo culture, 9.7% from Damara cultural background, 4.2% from Herero cultural back ground and 23.6% are from other cultural backgrounds which were not mentioned in the questionnaire. Do you think the games you play in your culture teach you mathematics concepts? 63.9% said yes, 33.3% said no and 2.8% were not sure whether the cultural games they play teach them any mathematics concepts. The last question the students were asked was to comment on a 5 point Likert scale the following: Learners learn mathematics when they play games from their mobile phones Learners learn mathematics better from cultural games. The responses from both questions are shown in the respective graphs below 5. INTEPRETATION AND EVALUATION The capabilities of mobile phones have been evolving quite quickly. During the past few years, mobile phones have gone from a simple communication tool to include a calculator, a clock with alarm, games, a video function, a calendar, an FM radio, a music player, a picture ID, streaming multimedia, a speaker phone, a hard drive, and a camera with flash. If mobile phones mimic other technologies, these features will only increase. Namibian schools could be asked to consider mobile usage in their everyday activities including Mathematics learning. 13 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk It is not surprising that most of the students play games on their mobile phones but the majority of the games played are not necessarily related to mathematics as indicated in the questionnaires. This is because the questionnaires concentrated on games on android phones. Students do play other games but as shown by the graph students also play mathematics games and they do learn from the games, as shown by the second graph. It is encouraging that students play games for learning purposes and as shown by the third graph, they learn problem solving skills. We combined the results from the two studies carried in Namibia and considered current literature on existing mobile applications. The important factor in utilizing the mobile usage for Mathematics is to engage all stakeholders including parents. Borrowing the concepts of Go Math, Go Road Trip and Go Play Ball explained earlier in the paper could ease Mobile learning implantation in Namibia. Already children and their family members would experiment and play mobile games which help in Mathematics. Low interest among the Namibia learners on mobile usage at schools could be as a result of current usage of the phones at schools. Possibly learners feel that mobile phones could create division among learners as there are some who may have better phones than others. This can create tension among the learners and encourage mobile phone type competition. We are yet to develop localised Namibia Mobile games for learning Mathematics, but we have again borrowed some existing mobile application as shown here. We suggest the inclusion of the concepts that were used to develop the given mobile games to be used for the Namibian context. Figure 6. Examples feature – extracted from [2] Figure 7. Fun Fact feature - extracted from [2] The Fun Fact feature is a text-based activity created to highlight interesting examples of the uses of Mathematics. Figure 5 shows four screenshots of some of the Fun Facts feature of MobileMath. The application was designed with several learning activities to give the learner alternative methods of learning such as Lessons, Examples and Games. Consequently, if a learner did not understand the topic after using one feature, he or she had alternative methods to choose from. The multiple features provided were also able to address some of the different learning styles, for example visual and tactile styles. The features were designed based on strategies derived from teaching mathematics traditionally in the classroom in Trinidad and Tobago. For instance the Examples feature was based on the fact that studying examples of mathematical problems was a successful method of learning mathematics. The Games feature was Figure 5. Games feature - extracted from [2] 14 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk based on practicing mathematical skills learned; this is another strategy employed in the classroom by many teachers. 7. RECOMMENDATION For the successful implementation of mobile games for Mathematics learning, we recommend the following: There is need to engage key stakeholders to improve Mathematics learning. These include parents, teachers, learners, mobile application developers and the Government. Come up with a Namibian National Mobile for teaching and learning awareness campaign. This should engage all schools and be facilitated by the government departments. Consider existing mobile applications and current mobile games and develop localized Namibian mobile games to enhance Mathematics learning. Come up with a couple of mobile games to be used as prototypes at different schools. There is need to have an ICT policy to encourage mobile usage. 6. MOBILE GAMES FOR MATHEMATICS – IMPLEMENTATION APPROACH IN NAMIBIA Having considered the current Namibia mobile usage at schools which were engaged in this study, it is clear that schools are not yet sure how mobile learning can be used to enhance teaching and learning. We observed the interest shown by learners and teachers during the simple Mathematics game demonstrations. This has motivated us in proposing an implementation approach which could assist various stakeholders who have interest in improving Mathematics learning through mobile games. The main considerations for successful mobile games implementation within the Namibian schools based on the feedback from the participants engaged are: Need to create mobile learning awareness Engage all the stakeholders i.e parents, learners, teachers and all Namibian educational departments Come up with localised mobile games for Mathematics addressing the Namibia needs Test mobile games and prototypes with more learners and teachers. We also consider the use of third space in coming up with the mobile games for the Namibian schools. This is a synergistic place for imagining new ideas and solutions—a place for vision that comes from multiple perspectives and places, and dominant and non-dominant factors or positions all have equal sway, making hybrid solutions possible. We deduced that the mobile environments needed to be: Situation-driven Promoting enjoyment of mathematics Demonstrating the value of mathematizing experience by helping parents and kids discover the math in everyday situations and contexts Driven by values (if people do not see it as an important problem, they will not engage it) Reinforcing the family as a social unit of mathematical activity and learning A complement to school: math activities in the applications are complementary and supportive of school math up to first year algebra These recommendations could be achieved by: (1) overcoming teachers’ and learners technophobia; (2) extending teacher and learner training and development to remote areas; (3) supporting teaching and learning in classrooms; (4) improving educational management and administration; (5) enhancing professional mobile game development; and (6) strengthening teachers’ competencies in relation to ICT. To come up with a model of developing games that can assist students to learn Mathematical concepts included in games and cultural games. 8. CONCLUSION There is no doubt that Mathematics teaching and learning in developing nations is a crisis. This is a problem in improving performance in Mathematics. We believe that by properly engaging with all stakeholders and creating a localized mobile applications with Namibian selected games can assist. We propose implementation of mobile games that are based on the Namibian participants’ needs. The proposed implementation plan should enable teaching and learning of Mathematics based on mobile games. We are confident that proper implementation plan can enable mobile games 15 Sept. 2014. Vol. 5, No.5 ISSN 2305-1493 International Journal of Scientific Knowledge Computing and Information Technology © 2012 - 2014 IJSK & K.A.J. All rights reserved www.ijsk.org/ijsk development. This can improve teaching and learning of mathematics. International Conference on Cognition and Exploratory Learning in Digital Age. 9. Mohamad, M. and Woollard, J. Bringing Change in Secondary Schools: Can Mobile Learning via Mobile Phones be Implemented in Malaysia? 10. Daher, W. 2009. Students’ perception of learning mathematics with cellular phones and applets. (iJET – Volume 4, Issue 1, March 2009). 11. Yu F., A. and Conway, A., R. Mobile/Smart Phone Use in Higher Education. 12. Chikodzi, I., and Nyota, S. 2010 The Interplay of Culture and Mathematics: The Rural Shona Classroom 13. Roschelle, J., Patton, C., & Pea, R. (2002). To unlock the learning value of wireless mobile devices, understand coupling. In Hoppe, U., Minrad, M., & Kinshuk, H. (Eds.), Proceedings of The First IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'02, pp. 2-7). New York: IEEE Press In this paper we argue that successful implementation of the mobile games for Namibian Schools, a couple of considerations have to be made. 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