Tizi Games, a mobile educational games start-up in Kenya, under Usiku Games, has announced it has put forth a collection of Maths games it says will help students improve on the subject while the Covid-19 pandemic lockdown poses a challenge on in-class teaching.
The two newest math games on Tizi are called Explosive math and Tuhesabu Bano targeting students from the ages of six to ten.
In Explosive Math, students from class one to class four must save the world from crashing meteors by answering math questions. The game helps the students to easily revise their math based on the approved CBC curriculum.
Tizi says its games mirror the new CBC curriculum as they encourage imagination, creativity, and critical thinking among children.
Meanwhile, Tuhesabu Bano (Swahili slang word meaning to count balls), is based on the classic “Banos” schoolyard game that many of the parents grew up with. The company says the game cuts across the ages and is meant to jog one’s mind in a more fun and interactive manner.
“We work together to make learning fun. These math games enhance what your children learn in school and act as revision for the week’s schoolwork,” says Maria Wangechi, Community Manager for Tizi Games.
The games are available as a paid-for subscription on www.Tizi.Games and therefore any parent with a smartphone can subscribe on behalf of their children at just KES. 10 per week.
Ms Wangechi also points out that the Covid-19 pandemic presents a challenging time for parents to provide tuition for their children, especially at home. Tizi Games, therefore, becomes a Virtual Tuition Assistant for parents at home especially now that there is a lockdown.
“Most parents like me are all wondering how best to keep our children entertained and educated during this Covid-19 pandemic. Tizi Games acts as an assistant personal teacher for your child. She helps with fun edutainment games for your children especially for challenging subjects like math.
“We have designed the words, maths, and science lessons taught through each game directly support and reinforce what the students have been taught in class that week. Each game supports the classroom teacher’s efforts by dynamically pulling in content to match the individual student’s grade level and classroom lessons based on what week of the year it is. In this way, studying and improving class scores need no longer be a chore, but something fun that children enjoy playing.” adds Mr. David Hoare, CTO and a 20-year classroom teaching veteran himself.
Tizi says the games help with sensory integration which is critical in the implementation of the CBC curriculum. This new approach puts a strong emphasis on the importance of science, technology, and innovation. The games build hand-eye coordination, spatial awareness, and fast reflexes.
UN SDGs have positioned education (SDG 4) at the heart of the post-2015 global development agenda. “Games for Learning” propose highly attractive and immersive solutions. Encouraged by numerous studies and research supporting the pedagogical benefits of play, educators are now using digital games to teach mathematics, science, humanities, and social-emotional skills.