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  1. The use of Mobile Technology to supplement Learning in and out of the Classroom – 3


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    In the third publication of this series we seek to explore the third objective of the Efiko pilot – to assess the effects of targeted incentives towards the adoption and performance of students on Efiko. To achieve this, the Efiko team designed the next edition of the Efiko Ultimate Challenge to run alongside the Efiko pilot. The Efiko Ultimate Challenge had earlier been created to reward top performing students on the Efiko platform. To accommodate the pilot, a separate category for the 2-month long Challenge was created specifically for students participating in the Efiko pilot.

    For the first category, which was open to all users of Efiko, including students participating in the pilot, the prize winners for both months were selected based on a combination of their frequency and scores. In particular the following was the qualifying criteria:

    i.  Students who had a high frequency figure and played a minimum of 20 quizzes for that month
    ii. Students who scored the highest for that month and earned a minimum cumulative of 1000 points.

    For this group, the prizes awarded included a Nokia 205 mobile phone, an Efiko branded T-Shirt, and 20 Efiko branded exercise books for first, second and third positions respectively.

    The second category of the Efiko Ultimate Challenge specially created for students participating in the pilot, rewarded students who had the highest scores, without consideration to their frequency of play. For each month, the top 10 performing students were selected, drawn from all 750 students participating in the pilot, across the 3 different states*.

     

    First Category: Top Performing Students by Frequency and Score

    For the general category, we begin with data from students who were winners in this category, but who were not a part of the Efiko pilot.

    The table below shows the frequency and average scores (for Maths and English) of students before the challenge (BC), during the challenge (DC) and after the challenge (AC).

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    Across board the challenge increased the frequency of quizzes taken by students; frequency increased an average of 65% for Student A and 168.8% for student C. Based on the above, performance on Efiko was also improved as a result. After the pilot however, Student A did not continue playing Maths quizzes, although they had played Maths quizzes before and during the pilot. Student A focused primarily on English quizzes, thereby earning them an average score of 97.5%, based on English scores. On the other hand, Student B only played quizzes during the Efiko Challenge, and did not play before the challenge nor after the challenge.

    The second table, shows a subset of winners in this category, but who were also participating in the Efiko pilot. Just as indicated above the figures here represent engagement and performance before, during and after the challenge.

    T2 (1)

    From the above, it may be inferred that the Efiko challenge incentivised students to play more quizzes. Similar to the above, before the challenge Student A did not play any Math quizzes, however during the challenge Student A played Math quizzes and continued to do so even after the challenge ended. Frequency for Student A increased by 196%, Student B by 14.3%, while Student C had a 150% increase in engagement.

    Finally, the table below shows the effects of students performance based on official academic records obtained before the Efiko pilot (BP) and during the Efiko pilot (BP) ***. It should be noted that the Efiko Ultimate Challenge was ongoing for 2 months out of the 14-month long pilot. 

    T3 (1)

    The top performing students from the Efiko Challenge didn’t just experience an increase in performance while using Efiko, but also resulted in an improved performance at school. Based on the above data, it may be concluded that targeted incentives not only increased the use of Efiko by students, including students participating in the pilot and regular users of Efiko, but also served to improve students’ academic performance.

    In next week’s report our analysis will be based on the performance of students from the second category of the Efiko Challenge. Earlier editions of this series can be read here and here.

    * Due to availability of records, only data from Lagos based schools was used in this report.
    ** The average score for Student A represents their score for English as no Maths quiz was played after the Challenge.
    *** As of the publishing of this report official records for students after the pilot were not yet available.
    **** Student A did not play any Maths quizzes before the pilot; therefore the score indicated represents their average for English.
     
     

    About Efiko

    Efiko is a mobile quiz platform for secondary school students designed to stimulate and personalise the learning experience beyond the school environment. Since inception in 2012, the Efiko user base has grown to a little over twenty-seven thousand users, across 32 different states nationwide.

     

  2. Call To Host: 2016 Summer of Code In Abuja, Enugu, Osun and Oyo


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    For 2 years the CcHUB has run the Summer of Code, a holiday programme to introduce young people to computer programming. This year, we are excited to be back bigger and better as we bring the Summer of Code to 4 new cities in Nigeria.

    The Summer of Code is a 4-week, fun, intense programme to introduce young people aged 5-18 years to computer programming. As part of our commitment to growing a new generation of digital makers we are excited to bring the Summer of Code to Abuja, Enugu, Osun and Oyo, in addition to Lagos.

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    We are seeking organisations that operate in these cities to partner with us to host the summer of code in their city. We are especially looking for organisations that will be able to provide the following:

    - Venue: spacious and adequately furnished to comfortably accommodate 50 kids, and their facilitators.
    - Equipment: display screens, either computer monitors or T.V screens; and projectors
    - Power supply: access to constant power supply (availability of a standby generator or other backup source of power).

    As a plus, hosts that will be willing or able to continue to accommodate lessons after the duration of the 4 weeks will be given preference.

    To adequately run the sessions, we will provide partners with the following:
    -Facilitators: working with volunteers in each host city, facilitators will be trained and deployed to lead the sessions.
    -Learning resources: the devices, as well as curriculum and teaching materials will be provided, to ensure a consistent experience throughout the different locations.

    If you are interested in partnering with us, or inquiries reach out to us at info@relearn.ng.

     

     

    About The Summer of Code

    The CcHUB Summer of Code is a 4-week summer programme; one of to introduce young people aged 5-18 to computer programming. Through the Summer of Code, kids will learn new skills and tools to express their creativity. The program culminates in a Demo Day where students proudly present projects they’ve built to their parents, peers and invited guests.

    By participating in the Summer of Code, kids are equipped with new skills which are critical for the 21st century. Kids learn to build computer games and animations, design web pages as well as learn about electronics.

  3. The Use of Mobile Technology to supplement Learning in and out of the Classroom – 2


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    Recently, we published the first of this series in a bid to share insights from the Efiko pilot, on how mobile technology can be used to supplement learning in secondary schools. In this release, we focus on patterns of usage, and identify the effects, if any, on student performance. As with the earlier published edition, we focus on the first objective of the Efiko pilot, which is: whether mobile technology can be used to provide acces to rich & engaging content to target audience beyond the limitations of schools and communities.

    Time, Duration and Frequency of Play

    To address the first objective, we took a random sampling of 10 students, and compared their scores before using Efiko, and while using Efiko during the pilot.

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    60% of the students represented above experienced an average of a 12.9% increase in performance, while the other 40% had an average of an 8.3% decrease. The table below provides more detail and maps the frequency (how often), duration (how long) and time (average time of day) of play.

    Table-3 (1)

     

    Ordering by percentage change, and in descending order, there doesn’t appear to be any obvious correlation between student performance and the frequency and duration of their play. In contrast, students who experienced a greater percentage increase in performance appear to be those who played Efiko after school hours. This connotes that these students had access to devices outside of school, and therefore were willing (or able) to continue learning outside of school hours.

     

    Content Engagement

    The Efiko platform helps students learn by providing access to topical based quizzes. By using the app students are able to interact with content in-line with the academic curriculum. Students are then able to target their learning based and tailor it around lessons learnt while in the classroom, or any other personal preference.

    The table below shows the class each student belongs to, as well as the level of content they engaged with according to their class syllabus. A 100% engagement implies that students only interacted with content inline with their syllabus.

    Table-4

    80% of the sample above used Efiko in line with the school calendar. Only 20% of the sample spent 5% and 10% respectively on content outside their direct class schedule. On average however, students studied a total of 7 different topics on the app.

    Later this week, we continue the series as we analyse the overall performance of each of the participating schools, beginning with schools based in Lagos.

     

     

    About Efiko

    Efiko is a mobile quiz platform for secondary school students designed to stimulate and personalise the learning experience beyond the school environment. Since inception in 2012, the Efiko user base has grown to a little over twenty-seven thousand users, across 32 different states nationwide.

  4. Mind the Gap – assessing the technical Talent Gap in Nigeria (Talent Gap Analysis by CcHUB)


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    Talent Gap Analysis by CcHUB is a private-sector led effort to assess the technical talent gap in Nigeria in a bid to identify, evaluate, and prioritize current and anticipated gaps in the Nigerian IT workforce.

    Led by the CcHUB and supported by NITDA; the analysis will provide a comprehensive insight into the workforce demands of the IT sector, as well as an overview of the ability of local tertiary and training institutions to deliver a competitive workforce required to position the industry as a major player in Africa and globally.

    The analysis will be conducted in three phases:

    Phase 1 – Talent Demand Analysis: the first phase will involve assessing the current and future workforce demands within the IT sector in Nigeria.

    Phase 2 – Talent Supply Analysis: this phase will provide a thorough overview of the educational and occupational pipeline for IT talent in Nigeria.

    Phase 3 – Talent Gap Analysis & Recommendation: the final phase will entail documentation of the gap in demand and supply of talent in the industry, with the sole purpose of addressing how to fill the gaps for both current and future skills.

    The work will draw support and expertise from a carefully selected board of advisors which includes:

    1. Tomi Davies – Founder, Lagos Angel Network (LAN)

    2. Dr. Olayinka David-West – Lecturer & Researcher; Lagos Business School

    3. Bunmi Okunowo – National Coordinator; Office for ICT Innovation and Entrepreneurship (OIIE)

    4. Iyin Aboyeji – Co-founder; Andela

    5. Robin A. Miller – Associate Partner & Global ICT Practice Leader; Dalberg

    For further information, please email info@cchubnigeria.com or ring: +234 (01) 2950555

  5. Facebook Invites Developers to Leverage On Social for Android and Take Advantage of FbStart and Free Basics


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    Free Basics and FbStart for Developers

    Facebook is pleased to invite you to attend its event comprising of tech-talks and networking opportunities that will show you how developers and tech innovators can take advantage of the Free Basics and FBStart to grow their startups and engage a wider audience.

     

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    This is a 4-hour event that will enable developers and tech innovators to take advantage of the Free Basics platform and FBStart to grow their apps and engage a wider audience. This event will also shed more light concerning participation in the 2016 innovation challenge for Africa and also more information on how to get involved in the FBStart program.

    Developers can register now to reserve a seat as space is limited. It is free and open to all developers.

    If you are interested in attending this event please register HERE

    Application Deadline is 6th of February 2016

    EVENT DETAILS

    Venue: Co- creation Hub, 294, Herbert Macaulay Way, Yaba, Lagos

    Time: 4.00 Pm to 7.00 PM (GMT+1) with 1 hour of networking

    Date: 26th February, 2016

     

    Attendance is free, Register NOW as spaces are limited.

     Leveraging Social For Android

    Facebook is also excited to invite you and your Android developer team to attend its half day event comprising of tech-talks and hands-on code labs that will show you how to effectively leverage social in the design and implementation of Android applications.
    Some of the topics that will be covered are:

    • Improving user engagement on my android app
    • Getting a better understanding of my audience and the performance of my Android app
    • Useful tools to use for building and deploying apps in emerging markets
    • Growing my mobile startup with FBStart
    • Building for the Free Basics platform

    Registration is free, attendance is by invitation only, and limited to 40 participants .

    EVENT DETAILS

    Venue: Victoria Island

    Time: 4.00 Pm to 7.00 PM (GMT+1) with 1 hour of networking

    Date: 25th February, 2016

    Application Deadline is 6th of February 2016

     

    These events is proudly sponsored by Facebook