Mindcraft Coaching Foundation
- Hybrid of for-profit and nonprofit
OUR VISION
Our vision is to create a world where young people are able to fully realise their potential. We believe that by providing them with the right tools, resources, and opportunities, we can help them develop the skills, knowledge, and confidence they need to succeed in all aspects of their lives.
OUR MISSION
Our mission is to develop learn through play solutions that enhance the academic, cognitive, emotional, and professional development of young people. We believe that play is an essential part of the learning process, and we aim to create programs that are engaging, interactive, and effective in helping young people develop important skills and knowledge.
OUR CORE VALUES
At the heart of our organisation are our core values. We believe in the virtues of Love, Tolerance, Kindness, Perseverance, Continuous Learning, Friendship, Excellence, Leadership, and Service. These values guide everything we do, from the development of our programs to our interactions with our participants and their families.
WHO WE ARE
The Mindcraft Coaching Foundation is an organisation committed to providing skill development programs, learn through play activities, and confidence booster platforms to children and young adults aged 5-25 years. We believe that every child has the potential to succeed and thrive, and we are dedicated to helping them realise this potential through our programs.
Our flagship learn through play solution is the Maths Combat Board Game designed to combat the phobia school children have for math with a focus on enhancing their whole brain development. Our programs are designed to be fun and engaging while also providing meaningful learning opportunities. We offer a wide range of activities, including gamifying school curriculums, coding, robotics, art, music, drama, and sports. Each program is tailored to the needs and interests of the participants, ensuring that they are fully engaged and motivated to learn.
We are committed to providing high-quality programs that are accessible to all young people, regardless of their background or financial situation. We offer scholarships and financial aid to those who need it, and we work closely with schools, community centres, and other organisations to ensure that our programs reach as many young people as possible.
As an organisation, we are constantly learning and evolving, and we are committed to staying up-to-date with the latest research and best practices in the field of education. We work closely with experts in the field to ensure that our programs are effective and evidence-based.
- Growth: An organization with an established product or program that is rolled out in one or more communities.
As the Team Lead at Mindcraft Coaching Foundation, Johnson Ajayi is responsible for leading a team of professionals in the design, development, and delivery of innovative technology-based learning solutions. With a first degree in Mathematics from the University of Ilorin, Nigeria, a diploma program in software engineering at ALX Africa, and an executive MBA from Quantic business school of technology, Johnson brings a wealth of academic knowledge and professional experience to his leadership role.
Johnson is passionate about empowering young people through education and sees technology as a key driver of transformation in Africa and beyond. He understands that the challenge in education lies in preparing young people for a rapidly changing world where technology plays an increasingly important role. Under his leadership, the team at Mindcraft Coaching Foundation is dedicated to developing innovative, effective, and engaging learn through play solutions that help young people develop the skills they need to succeed in the digital age and to realise their full potential.
Mindcraft coaching foundation team comprises of highly skilled professionals with experience in instructional design, product development, software development, and project management. These team members have a deep understanding of the unique challenges and opportunities presented by the considered LEAP project. They are committed to staying up-to-date with the latest research and best practices in the field and have a proven track record of developing effective and engaging learning solutions.
Given the other priorities within the organisation, the Mindcraft team is well-positioned to support this LEAP project by leveraging their expertise and experience in technology-based learning solutions. By working closely with the project team, the rest of the team can design and develop customised learning solutions that meet the specific needs and goals of the LEAP project.
The team's approach to project management is flexible and adaptable, allowing them to prioritise the LEAP project while also managing other priorities within the organisation. They understand the importance of effective communication and collaboration with the project team, ensuring that project milestones are met, and deliverables are of high quality.
The Mindcraft team, led by Johnson Ajayi, is well-positioned to support the LEAP project within the Mindcraft Coaching Foundation. With a team of highly skilled professionals and a deep understanding of technology-based learning solutions plus a flexible and adaptable approach to project management, they are committed to developing effective and engaging learning solutions that meet the specific needs and goals of the LEAP project while also managing other priorities within the organisation.
Mindcraft aims to donate Math Combat Board Games to 1000 Nigerian schools to improve students' mathematical skills and confidence.
Mathematics is a fundamental subject that plays a vital role in every individual's life, regardless of the career path they choose. However, many students experience math phobia, which is a feeling of anxiety, nervousness, and fear when faced with mathematics-related tasks. This phobia has become a significant challenge in Nigeria's educational sector, affecting students' academic performance, confidence, and overall success.
Math phobia can result from various factors, including a lack of interest in the subject, poor teaching methods, or negative experiences with math. For many students, mathematics represents an intimidating and daunting subject, leading to low confidence levels and, ultimately, poor academic performance. This trend can continue into higher education and affect individuals' career choices, limiting their potential for success and personal development.
Math phobia in Nigeria's educational system is a critical issue that affects students at all levels. The lack of adequate support systems to combat this problem has led to poor performance in national and international mathematics-based exams, limiting students' opportunities for further studies and career growth. The inability to build strong math skills has created a significant barrier to students' academic and personal growth, making it difficult for them to compete in a global economy.
The Mindcraft Coaching Foundation has recognised this challenge and seeks to address it through the Math Combat Board Game project accessible for students from age 5 and above. The project aims to provide a learn-through-play solution that combats math phobia in Nigerian schools by creating a fun and engaging learning environment. The project seeks to address the lack of innovative and engaging teaching methods in mathematics, which has contributed to students' lack of interest in the subject.
The Math Combat Board Game project is designed to improve students' mathematical skills, confidence, and whole-brain development through engaging and interactive gameplay. Playing the board game provides an opportunity for students to enhance their memory retention and recall, speed, and accuracy, making them more efficient learners. This innovative approach to mathematics education seeks to create a positive learning experience for students and provide them with the necessary tools to excel in mathematics and other related subjects.
Math phobia in Nigeria's educational system is a critical issue that affects students' academic performance, confidence, and overall success. The Math Combat Board Game project seeks to provide an innovative solution to this challenge by creating an engaging and interactive learning environment. The project aims to improve students' mathematical skills, confidence, and whole-brain development, providing them with the necessary tools to excel in mathematics and other related subjects. Through the Math Combat Board Game project, the Mindcraft Coaching Foundation aims to contribute significantly to the improvement of Nigeria's educational sector, ultimately creating a more skilled and competitive workforce.
The Math Combat Board Game project solution embraces learning variability by providing a platform that caters to the diverse learning needs and preferences of students. It recognises that students have different learning styles, and traditional teaching methods may not be effective for all students.
The board game provides a unique and interactive way of learning that is appealing to students who may find conventional teaching methods challenging or boring. The game is designed to cater to different learning styles, such as visual, auditory, and kinesthetics. Students who prefer a visual learning style can benefit from the game's visual cues and graphics, while students who prefer an auditory learning style can benefit from the game's task audio and hand coordination.
Moreover, the game allows students to learn at their own pace and level of understanding. Students who are struggling with mathematics can take their time and repeat certain concepts until they fully understand them, while advanced students can be challenged with more complex mathematical problems. The game also provides immediate feedback, allowing students to learn from their mistakes and make improvements.
Furthermore, the game promotes collaboration and teamwork, which is essential for students with social and communication difficulties. It provides a fun and safe environment for students to work together, share ideas, and learn from each other. This helps to improve their social skills, build friendships, and develop a positive attitude towards learning.
In summary, the Math Combat Board Game project solution embraces learning variability by providing a unique and interactive way of learning that caters to the diverse learning needs and preferences of students. It recognises that students have different learning styles and provides a platform that allows them to learn at their own pace and level of understanding while also promoting collaboration and teamwork.
- Women & Girls
- Primary school children (ages 5-12)
- Rural
- Low-Income
- Middle-Income
- High-Income
- Persons with Disabilities
- Level 5: You have manuals, systems and procedures to ensure consistent replication and positive impact.
Formative research is a critical aspect of any project, and the Math Combat Board Game project is no exception. To ensure the success of the project, Mindcraft Coaching Foundation conducted extensive formative research, including pre and post case studies of about 100 primary school students, as well as user interviews.
The pre and post case studies were conducted to determine the level of impact that the Math Combat Board Game had on the students' attitudes towards mathematics. The pre-test was administered before the students began playing the game, while the post-test was conducted after the students had played the game for a specified period. The pre-test was used to establish the students' attitudes towards mathematics, while the post-test was used to determine if there was a change in attitude after playing the game.
The pre-test and post-test were designed to assess the students' knowledge and understanding of mathematics, their level of engagement with the subject, and their confidence in solving mathematical problems. The tests were administered to a group of students who had not played the game before and another group of students who had played the game for a specified period.
In addition to the pre and post case studies, Mindcraft Coaching Foundation also conducted user interviews with teachers and parents to obtain feedback on the game. The interviews were conducted to determine the usability of the game, its level of engagement, and its effectiveness in teaching mathematics.
The user interviews were conducted using a structured questionnaire, which included questions about the teachers' and parents' experiences with the game, their perceptions of its effectiveness, and their suggestions for improvement. The feedback obtained from the user interviews was used to refine the game and make it more effective in teaching mathematics.
The formative research conducted by Mindcraft Coaching Foundation was vital in establishing the level of impact that the Math Combat Board Game had on the students' attitudes towards mathematics. The research showed that the game was effective in combating the phobia that students have for mathematics, and it improved their confidence in solving mathematical problems. The research also showed that playing the game enhanced the students' whole-brain development, with improved abilities of memory retention and recall, speed, and accuracy. The game was also found to be effective in building the students' cognitive, emotional, and academic development.
The research and studies conducted on our Math Combat Board Game project have provided valuable insights into the impact of the game on students' academic, emotional, and cognitive development. These findings have helped us to further refine and improve the game to ensure that it effectively addresses the challenges facing students in Nigeria's education system.
One of the key findings from the research was that the game helped to combat the phobia that students have for Mathematics. Many students expressed a fear of Mathematics due to the traditional teaching methods used in Nigerian schools. However, after playing the game, there was a significant increase in their confidence and interest in the subject. This feedback has informed our work moving forward, as we are now placing greater emphasis on developing game mechanics and content that are specifically designed to tackle this phobia.
Additionally, the research revealed that playing the game regularly can enhance the whole-brain development of students. The game was found to improve memory retention and recall, speed, and accuracy. These findings have helped us to develop new features for the game that promote cognitive development and learning retention, such as the use of adaptive learning algorithms that adjust the difficulty level based on the player's performance.
Furthermore, the research showed that the game is effective in creating a fun and engaging atmosphere for students to learn in. This has informed our approach to the game's design, as we are now incorporating more gamification elements such as achievements, rewards, and challenges to further enhance the game's appeal.
Overall, the research and studies conducted have informed our work moving forward by providing valuable insights into the impact of the game on students' academic, emotional, and cognitive development. These findings have enabled us to refine and improve the game to ensure that it effectively addresses the challenges facing students in Nigeria's education system. As we continue to develop the game and expand its reach, we will continue to rely on research and feedback to ensure that it remains a relevant and effective solution for students across Nigeria.
To strengthen the evidence base of our solution, our organization will need to invest in several key resources and activities.
First, we will need to invest in research and evaluation activities to measure the effectiveness and impact of our Math Combat Board Game solution. This will involve conducting randomized controlled trials (RCTs) to measure the impact of the game on learning outcomes, as well as conducting qualitative research to gather feedback from students, teachers, and other stakeholders on the game's usability, engagement, and effectiveness. These research activities will require dedicated staff time, as well as resources for participant recruitment, data collection, and analysis.
Second, we will need to invest in technology infrastructure to support the delivery and monitoring of the Math Combat Board Game solution. This will involve building a digital platform to deliver the game, as well as implementing systems for tracking usage, collecting data on user engagement, and monitoring impact. This will require investment in software development, hardware infrastructure, and dedicated staff time to manage and maintain the platform.
Third, we will need to invest in training and support for teachers and other stakeholders to ensure effective implementation of the Math Combat Board Game solution. This will involve developing training materials and resources for teachers, as well as providing ongoing support and professional development opportunities to help them integrate the game into their curriculum and maximize its impact. This will require investment in staff time, as well as resources for curriculum development and training delivery.
Now is the right time to engage in this project for several reasons. First, there is a clear need for innovative solutions to address the learning crisis in Nigeria and other countries. With millions of children falling behind in basic math skills, there is a critical need for evidence-based solutions that can help to improve learning outcomes and build foundational skills for success in schools and beyond.
Second, there is growing recognition of the importance of educational technology and digital learning solutions, particularly in the wake of the COVID-19 pandemic. As schools and communities have had to adapt to remote and hybrid learning environments, there is an urgent need for digital solutions that can support student learning and engagement in new and innovative ways.
Finally, our organization is well-positioned to take on this project at this time, with a strong track record of success in developing and implementing innovative educational solutions. By investing in research, technology, and training to strengthen the evidence base of our Math Combat Board Game solution, we believe we can have a significant impact on student learning outcomes and contribute to building a stronger, more resilient education system in Nigeria and beyond.
How effective is the Math Combat Board Game in improving students' math skills and reducing math anxiety in Nigerian primary and junior secondary schools?
How can the Math Combat Board Game be adapted to different cultural contexts and learning needs while maintaining its effectiveness as a math education tool?
What are the long-term benefits of using the Math Combat Board Game in primary and junior secondary schools, such as improved academic performance, career outcomes, and community impact?
- Foundational research (literature reviews, desktop research)
- Formative research (e.g. usability studies; feasibility studies; case studies; user interviews; implementation studies; pre-post or multi-measure research; correlational studies)
- Summative research (e.g. correlational studies; quasi-experimental studies; randomized control studies)
During the 12 weeks of training, with 6-10 hours of work per week, we expect to achieve several outputs that will inform our approach to strengthen the evidence base of our solution. Some of these outputs include:
- A comprehensive review of existing research literature on mathematics phobia in children, including causes, symptoms, and effective interventions.
- Identification of knowledge gaps and key research questions that need to be addressed to further understand and address mathematics phobia in children.
- Development of a research design and methodology for our project that is rigorous, valid, and reliable, based on the identified knowledge gaps and research questions.
- Creation of a data collection and analysis plan that incorporates best practices in research ethics and data management.
- Training and development of research assistants who will assist in data collection and analysis.
- Collection of data through surveys, interviews, and other methods to answer our research questions.
- Analysis of data using appropriate statistical methods and software to identify trends, patterns, and relationships.
- Presentation of findings and recommendations in a clear and concise manner that is accessible to stakeholders, including parents, educators, policymakers, and researchers.
- Development of guidance and strategies for parents and educators on how to combat mathematics phobia in children, based on our research findings.
- Dissemination of research findings and recommendations through publications in peer-reviewed journals, presentations at conferences, and engagement with stakeholders through social media and other communication channels.
- Case studies: Collecting and analyzing case studies of children who have used the Maths Combat Board Game can provide valuable insights into the effectiveness of the game in improving math skills and overcoming math anxiety.
- Surveys and questionnaires: Conducting surveys and questionnaires with parents, teachers, and students can provide quantitative data on the effectiveness of the Maths Combat Board Game in improving math skills and reducing math anxiety.
- Partnerships with schools: Establishing partnerships with schools to integrate the Maths Combat Board Game into the curriculum can provide opportunities for more children to benefit from the game and can provide additional data on the effectiveness of the game in improving math skills and reducing math anxiety.
- Online analytics: Collecting and analyzing data on the usage of the Maths Combat Board Game website and the video course can provide insights into the effectiveness of these resources in supporting the learning of children.
The outputs of our project will provide a strong evidence base for our solution, and inform future research and practice on addressing mathematics phobia in children. By conducting rigorous research and disseminating our findings widely, we hope to make a significant impact on improving mathematics education and reducing phobia among children.
After the conclusion of the LEAP Project sprint for our Maths Combat Board Game solution, we plan to implement the various outputs that we have identified. These outputs will guide our approach to strengthening the evidence base of our solution and ultimately achieving our goal of improving math education for children.
To put these outputs into action, our organization will first conduct a review of the research recommendations, guidance, and strategies that were developed during the LEAP project sprint period. We will evaluate each output and determine which ones are most relevant to our project and align with our goals.
Next, we will incorporate these outputs into the development of our Maths Combat Board Game project. We will also use the guidance and strategies to enhance our marketing and outreach efforts, ensuring that our solution reaches a wider audience. We will disseminate some of the research findings and recommendations through publications in peer-reviewed journals, presentations at conferences, and engagement with stakeholders through social media and other communication channels.
Additionally, we will share our findings and outputs with other organizations and stakeholders in the education sector. By doing so, we hope to contribute to the broader conversation on improving math education and inspire other organizations to develop similar solutions.
In terms of implementation, our organization will establish clear timelines and benchmarks for each output. We will assign responsibilities to different team members to ensure that progress is being made and that each output is being addressed in a timely and efficient manner.
Furthermore, we will regularly assess and evaluate the impact of our project and the various outputs that we have developed. We will use data and feedback from parents, educators, and students to continuously improve our solution and make adjustments as necessary.
The desired short-term outcomes of the 12-week LEAP Project sprint for our organization and solution are to gain new insights, skills, and knowledge that will enhance the efficacy of our Maths Combat Board Game project. Specifically, we aim to develop a deeper understanding of the current state of research on effective strategies for teaching mathematics to children and how we can incorporate these strategies into our project. We also hope to gain practical skills in data collection and analysis, program evaluation, and evidence-based decision-making to strengthen the impact of our project.
In addition, we aim to establish partnerships and networks with other organizations and experts in the field of mathematics education. By collaborating with these stakeholders, we can exchange ideas, share resources, and gain support for the implementation and dissemination of our project.
The short-term outcomes for our solution are to refine and improve the effectiveness of the Maths Combat Board Game. We plan to use the insights gained from the LEAP project sprint to modify our current resources, develop new ones, and test their efficacy through pilot studies and evaluation. Our aim is to produce evidence-based recommendations, guidance, and strategies that can inform the approach to strengthen the evidence base of our solution.
The desired long-term outcomes of the 12-week LEAP project sprint are to establish a sustainable and scalable model for the Maths Combat Board Game project that can be implemented and replicated across various schools and communities in Nigeria and ultimately in the whole of Africa. We aim to establish a robust evidence base for the efficacy of our project, which can be used to attract funding and support from various stakeholders, including donors, policymakers, and other organizations.
We also aim to empower parents, teachers, and communities with the knowledge and skills to support the math learning of children. By providing them with evidence-based recommendations, guidance, and strategies, we hope to create a culture of math learning that is engaging, enjoyable, and effective.
Furthermore, we aim to inspire and motivate children to develop a lifelong love of mathematics. By providing them with an engaging and fun learning experience, we hope to instill a positive attitude towards mathematics and promote the development of critical thinking, problem-solving, and analytical skills that will serve them well throughout their lives.
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