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OPEN JOURNAL FOR INFORMATION TECHNOLOGY (OJIT)

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2023 - Volume 6 - Number 1


Design and Implementation of an Edutainment Games Application for Kindergarten Kids

Victor Adebola Omopariola * ORCID: 0000-0002-1234-3911
Veritas University, Department of Computer and Information Technology, Abuja, NIGERIA

Monday J. Abdullahi * ORCID: 0000-0002-3596-4550
Airforce Institute of Technology, Kaduna, NIGERIA

Raphael Ozighor Enihe * ORCID: 0000-0001-8155-4205
Veritas University, Department of Computer and Information Technology, Abuja, NIGERIA

Chukwudi Nnanna Ogbonna * ORCID: 0000-0002-8655-5001
Veritas University, Department of Computer and Information Technology, Abuja, NIGERIA

Open Journal for Information Technology, 2023, 6(1), 7-32 * https://doi.org/10.32591/coas.ojit.0601.02007o
Received: 4 January 2023 ▪ Revised: 1 March 2023 ▪ Accepted: 11 March 2023

LICENCE: Creative Commons Attribution 4.0 International License.

ARTICLE (Full Text - PDF)


ABSTRACT:
Edutainment is a worldwide known concept, adopted by many countries for its educational uses and studied in various forms, unfortunately less explored in the teaching learning space due to other priorities regarding education. The lack of case studies related to this concept in the educational space brings the opportunity to adapt the concept to the needs of preschoolers and teachers. Technology became a part of everyday life, and its usage should be oriented to the benefit of the next generations. This paper is a report of introducing an edutainment application into the formal kindergarten system. The implication of this paper is to provide the design and implementation of an edutainment games application for Kindergarten kids. During the last decade, there has been an explosive increase in the number of mobile apps that are called educational and target children aged three to six. Research has shown that only a few of them have been created taking into consideration young children’s development and learning processes. The key question that emerges is how parents, custodians, or teachers can choose appropriate, high-quality educational apps.

KEY WORDS: mobile educational applications (apps), smart mobile devices, kindergarten children, parents, edutainment, education.

CORRESPONDING AUTHOR:
Adebola Victor Omopariola, Veritas University, Faculty of Natural and Applied Science, Department of Computer and Information Technology, Abuja, NIGERIA.


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