Children’s Engagement in Games and the Development of 21st Century Competencies: A Comparison of Indigenous and Digital Games in Late Childhood
Received: 11/29/2024
Accepted: 01/12/2025
DOI: 10.11621/nicep.2025.0501
To cite this article:
Ngyah-Etchutambe, I.B. (2025). Children’s Engagement in Games and the Development of 21st Century Competencies: A Comparison of Indigenous and Digital Games in Late Childhood. New Ideas in Child and Educational Psychology, 1-2 (5), 3-21. DOI: 10.11621/nicep.2025.0501
Background. The demands of the twenty-first century require critical thinking, problem-solving, and interpersonal competencies in order to thrive. In addition to school, church, and other spheres where socialisation takes place and children learn, gaming is a core activity that fosters learning. Play is an essential developmental criterion in late childhood. Children in most closely knit African homesteads engage in both indigenous and digital games. Lately, indigenous outdoor games in the English-speaking regions of Cameroon in Central Africa are giving way to indoor digital games as a result of the rapid advancement in technology. From 2016 to date, the ongoing Anglophone Crisis has created security concerns in the English-speaking regions of Cameroon and this has further exacerbated the drift of children away from outdoor indigenous games to more indoor digital games. Both forms of game are valuable as they all enhance learning and the development of certain competencies in children. It however remains unclear which category of games has a higher propensity to develop twenty-first century competencies.
Objective. This study compares the development of twenty-first century competencies from indigenous and digital games. Specifically, the study has the objective of: 1) comparing the development of problem-solving competencies amongst children who engage in indigenous games and those who engage in digital games and 2) comparing the development of interpersonal competencies amongst children who engage in indigenous games and those that engage in digital games.
Design. The study uses a sequential explanatory design in 3 phases. Firstly, quantitative data was collected from a sample of 310 children (8-12-years-old) in both rural and urban communities of the Buea municipality found in the southwest region of Cameroon. This had the aim of identifying the most commonly played indigenous and digital games. Secondly, through a quasi-experimental post-test only design, an intervention involving children’s engagement was conducted on a sample of 51 children with similar characteristics distributed in 4 groups. The engagement was related to indigenous games (Dodging and football) and digital games (Zoomer and PlayStation). Through a non-participant observation, Bruder’s (2000) play tools observation guide was used to check and describe the competencies exhibited by the children being studied. Thirdly, a qualitative phase took place after the intervention. This involved interviews with the children to get in-depth descriptions of some of the competencies being exhibited and developed. Descriptive, inferential and thematic analyses were used for the quantitative and qualitative data respectively.
Results. The findings reveal that children develop and exhibit problem-solving and interpersonal competencies in both indigenous and digital games but comparatively speaking, these competencies are developed more in indigenous than in digital games. Further, the exhibition and development of interpersonal competencies is stronger compared to problem solving in both indigenous and digital games.
Conclusion. A revival of the fast-eroding African indigenous games is necessary to leverage 21st-century competencies in children. Balancing children’s screen time with physical activity to minimise sedentary behaviour which is detrimental to children’s mental and interpersonal ability is vital.
Highlights- Children exhibit and develop problem-solving and interpersonal competencies in the course of their engagement in both indigenous and digital games
- Children develop more problem-solving competencies when they engage in indigenous games than when they engage in digital games
- Children enhance their interpersonal competencies more through indigenous games than in digital games
Актуальность. В XXI веке ключевыми жизненными навыками являются наличие критического мышления, умения решать проблемы и навыков межличностного общения. Помимо школы, церкви и других сфер, где происходит социализация и обучение детей, игры являются основным видом деятельности, способствующим приобретению этих навыков. Игра является важным источником развития в раннем детстве. В большинстве африканских семей, где семьи тесно взаимодействуют, дети играют как в игры коренных народов, так и в цифровые игры. В последнее время в результате быстрого развития технологий игры коренных народов на открытом воздухе в англоязычных регионах Камеруна в Центральной Африке уступают место цифровым играм в помещениях. С 2016 года по настоящее время продолжающийся Англоязычный кризис создает проблемы с безопасностью в англоязычных регионах Камеруна, и это еще больше способствует переходу детей от игр коренных народов на открытом воздухе к цифровым играм в помещениях. Обе формы игры ценны, поскольку все они способствуют обучению и развитию определенных компетенций у детей. Обе формы игр ценны, поскольку обе способствуют обучению и развитию определенных компетенций у детей. Однако остается неясным, какая категория игр обладает большим развивающим эффектом с точки зрения формирования компетенций 21 века.
Цель. В данном исследовании сравнивается развитие компетенций 21 века в традиционных и цифровых играх. В частности, целью исследования является: 1) сравнение развития навыков решения проблем у детей, которые участвуют в играх коренных народов, и у тех, кто участвует в цифровых играх, и 2) сравнение развития межличностных компетенций у детей, которые участвуют в играх коренных народов, и у тех, кто участвует в цифровых играх.
Дизайн. Исследование носило поисковый характер и состояло из 3 этапов. Во-первых, были собраны количественные данные по выборке из 310 детей (в возрасте 8-12 лет), проживающих как в сельских, так и в городских общинах муниципалитета Буэа, расположенного в юго-западном регионе Камеруна. Это было сделано с целью выявления наиболее часто используемых местных и цифровых игр. Во-вторых, в рамках квази-экспериментального пост-тестового дизайна было проведено исследование, включающее вовлечение детей в игру (на выборке из 51 ребенка со схожими характеристиками, распределенными по 4 группам). Участие было связано с играми коренных народов (доджинг и футбол) и цифровыми играми (Zoomer и PlayStation). Для наблюдения за детьми было использовано руководство Bruder's (2000) "Игровые инструменты и меры наблюдения", исходя из которого оценивались и описывались компетенции, продемонстрированные детьми. В-третьих, после экспериментальной серии был проведен качественный этап. Для этого были проведены интервью с детьми, чтобы получить подробное описание некоторых из них. Для получения количественных и качественных данных использовались описательный, логический и тематический анализы соответственно.
Результаты. Результаты исследования показали, что дети развивают и демонстрируют навыки решения проблем и межличностного общения как в играх коренных народов, так и в цифровых играх, но, по сравнению с другими играми, эти навыки развиваются в большей степени в играх коренных народов, чем в цифровых играх. Кроме того, проявление и развитие межличностных компетенций более эффективно по сравнению с решением проблем как в играх коренных народов, так и в цифровых играх.
Вывод. Возрождение игр коренных народов Африки, которые быстро приходят в упадок, необходимо для развития у детей навыков 21-го века. Жизненно важно сочетать время, которое дети проводят перед экраном, с физической активностью, чтобы свести к минимуму сидячий образ жизни, который негативно сказывается на умственных способностях детей и их способности к межличностному общению.
Ключевые положения- Дети проявляют и развивают навыки решения проблем и межличностного общения в ходе участия как в играх коренных народов, так и в цифровых играх
- Навыки решения проблем развиваются в большей степени в играх коренных народов, чем в цифровых играх
- Навыки межличностного общения развиваются в большей степени в играх коренных народов, чем в цифровых играх
Introducción. Las demandas del siglo 21 requieren pensamiento crítico, resolución de problemas y competencias interpersonales para prosperar. Además de la escuela, la iglesia y otros ámbitos donde se lleva a cabo la socialización y los niños aprenden, el juego es una actividad central que fomenta el aprendizaje. El juego es un criterio de desarrollo esencial en la niñez tardía. Los niños en la mayoría de los hogares africanos más unidos participan en juegos tanto indígenas como digitales. Recientemente, los juegos indígenas al aire libre en las regiones de habla inglesa de Camerún, en África Central, están siendo reemplazados por juegos digitales en interiores debido al rápido avance de la tecnología. Desde 2016 hasta la fecha, la crisis anglófona en curso ha creado preocupaciones de seguridad en las regiones de habla inglesa de Camerún, lo que ha exacerbado aún más la tendencia de los niños a alejarse de los juegos indígenas al aire libre hacia juegos digitales en interiores. Ambas formas de juego son valiosas, ya que mejoran el aprendizaje y el desarrollo de ciertas competencias en los niños. Sin embargo, sigue sin estar claro qué categoría de juegos tiene una mayor propensión a desarrollar competencias del siglo 21.
Objetivo. Este estudio compara el desarrollo de competencias del siglo 21 a partir de juegos indígenas y digitales. Específicamente, el estudio tiene como objetivo: 1) comparar el desarrollo de competencias de resolución de problemas entre niños que participan en juegos indígenas y aquellos que participan en juegos digitales, y 2) comparar el desarrollo de competencias interpersonales entre niños que participan en juegos indígenas y aquellos que participan en juegos digitales.
Diseño. El estudio utiliza un diseño exploratorio secuencial en 3 fases. En primer lugar, se recopilaron datos cuantitativos de una muestra de 310 niños (de 8 a 12 años) en comunidades rurales y urbanas del municipio de Buea, ubicado en la región suroeste de Camerún. Esto tuvo como objetivo identificar los juegos indígenas y digitales más comúnmente jugados. En segundo lugar, a través de un diseño cuasi-experimental de post-prueba únicamente, se llevó a cabo una intervención que involucró la participación de los niños en una muestra de 51 niños con características similares distribuidos en 4 grupos. La participación se relacionó con juegos indígenas (Dodging (esquivar, evadir, finta) y fútbol) y juegos digitales (Zoomer y PlayStation). A través de una observación no participante, se utilizó la guía de observación de medidas de herramientas de juego de Bruder (2000) para comprobar y describir las competencias exhibidas por los niños estudiados. En tercer lugar, se llevó a cabo una fase cualitativa después de la intervención. Esto involucró entrevistas con los niños para obtener descripciones en profundidad de algunas de las competencias exhibidas y desarrolladas. Se utilizaron análisis descriptivos, inferenciales y temáticos para los datos cuantitativos y cualitativos, respectivamente.
Resultados. Los hallazgos revelan que los niños desarrollan y exhiben competencias de resolución de problemas y competencias interpersonales en ambos tipos de juegos, pero comparativamente, estas competencias se desarrollan más en juegos indígenas que en juegos digitales. Además, la exhibición y el desarrollo de competencias interpersonales son más fuertes en comparación con la resolución de problemas en ambos tipos de juegos.
Conclusión. Es necesario un renacimiento de los juegos indígenas africanos que están en rápida erosión para aprovechar las competencias del siglo 21 en los niños. Es vital quilibrar el tiempo de pantalla de los niños con la actividad física para minimizar el comportamiento sedentario, que es perjudicial para la capacidad mental e interpersonal de los niños.
Destacados- Los niños exhiben y desarrollan competencias de resolución de problemas y competencias interpersonales en el transcurso de su participación en juegos tanto indígenas como digitales
- Los niños desarrollan más competencias de resolución de problemas cuando participan en juegos indígenas que cuando participan en juegos digitales
- Los niños mejoran más sus competencias interpersonales a través de juegos indígenas que en juegos digitales
Origines. Les exigences du 21e siècle nécessitent des compétences en pensée critique, en résolution de problèmes et en relations interpersonnelles pour réussir. Outre l'école, l’église et d'autres sphères de socialisation où les enfants apprennent, le jeu constitue une activité essentielle qui favorise l’apprentissage. Le jeu est un critère de développement fondamental à la fin de l'enfance. Les enfants dans la plupart des foyers africains unis jouent à la fois à des jeux traditionnels et à des jeux numériques. Dernièrement, les jeux traditionnels en plein air dans les régions anglophones du Cameroun, en Afrique centrale, cèdent la place aux jeux numériques en intérieur, en raison de l'avancée rapide de la technologie. Depuis 2016, la crise anglophone en cours a engendré des préoccupations sécuritaires dans les régions anglophones du Cameroun, ce qui a encore accentué la tendance des enfants à délaisser les jeux traditionnels d’extérieur au profit des jeux numériques d’intérieur. Les deux formes de jeux sont néanmoins précieuses, car elles favorisent toutes l'apprentissage et le développement de certaines compétences chez les enfants. Il demeure cependant incertain de savoir quelle catégorie de jeux a une plus grande propension à développer les compétences du 21e siècle.
Objectif. Cette étude compare le développement des compétences du 21e siècle à travers les jeux traditionnels et numériques. Plus précisément, elle vise à : 1) comparer le développement des compétences en résolution de problèmes chez les enfants qui jouent à des jeux traditionnels et ceux qui jouent à des jeux numériques ; 2) comparer le développement des compétences interpersonnelles chez les enfants qui s'engagent dans des jeux traditionnels et ceux qui s'engagent dans des jeux numériques.
Conception. L’étude utilise un design exploratoire séquentiel en trois phases. Premièrement, des données quantitatives ont été recueillies auprès d’un échantillon de 310 enfants (âgés de 8 à 12 ans) issus de communautés rurales et urbaines de la municipalité de Buea, située dans la région du Sud-Ouest du Cameroun. L’objectif était d’identifier les jeux traditionnels et numériques les plus couramment pratiqués. Deuxièmement, à travers un design quasi-expérimental avec post-test uniquement, une intervention impliquant la participation des enfants a été menée auprès d’un échantillon de 51 enfants aux caractéristiques similaires répartis en 4 groupes. Les enfants ont été engagés dans des jeux traditionnels (évitement et football) et des jeux numériques (Zoomer et PlayStation). Par le biais d'une observation non participante, le guide d'observation des outils de jeu de Bruder (2000) a été utilisé pour évaluer et décrire les compétences manifestées par les enfants étudiés. Troisièmement, une phase qualitative a été réalisée après l’intervention, impliquant des entretiens avec les enfants afin d'obtenir des descriptions approfondies de certaines des compétences manifestées et développées. Des analyses descriptives, inférentielles et thématiques ont été utilisées pour les données quantitatives et qualitatives respectivement.
Résultats. Les résultats révèlent que les enfants développent et manifestent des compétences en résolution de problèmes et des compétences interpersonnelles tant dans les jeux traditionnels que numériques. Cependant, ces compétences sont davantage développées dans les jeux traditionnels que dans les jeux numériques. De plus, le développement et la manifestation des compétences interpersonnelles sont plus marqués que ceux liés à la résolution de problèmes, tant dans les jeux traditionnels que numériques.
Conclusion. Il est nécessaire de raviver les jeux traditionnels africains, en voie de disparition rapide, afin de favoriser le développement des compétences du XXIe siècle chez les enfants. Un équilibre entre le temps d’écran des enfants et l’activité physique est essentiel pour minimiser les comportements sédentaires, nuisibles à leur bien-être mental et à leur développement relationnel.
Points principaux- Les enfants manifestent et développent des compétences en résolution de problèmes et en relations interpersonnelles en jouant à la fois à des jeux traditionnels et numériques
- Les enfants développent davantage de compétences en résolution de problèmes lorsqu’ils participent à des jeux traditionnels plutôt qu’à des jeux numériques
- Les enfants développent davantage de compétences interpersonnelles par les jeux traditionnels que par les jeux numériques
Introduction
In today's technologically advanced world, children are increasingly exposed to digital games, often overshadowing the traditional indigenous games that have been played for generations. Indigenous games hold cultural significance and have historically played a crucial role in children's upbringing. In recent years, the popularity of both indigenous and digital games for children has increased significantly. These games offer distinct experiences that may impact the development of competencies differently. Competencies required to thrive in the twenty-first century are gaining more attention from researchers and practitioners (Chan & Yuen, 2014; Gee, 2007). Twenty-first century competencies are defined by four broad categories (Mahmud & Wong, 2022; Binkley et al., 2014). These categories, and their subdivisions are: 1) Thinking (creativity and innovation, critical thinking, problem-solving, decision making, and learning to learn); 2) Working with others (communication, collaboration/teamwork); 3) Facility with tools (information literacy, communications technology literacy); 4) General life competencies (citizenship, life, and career management, personal and social responsibility, cultural awareness).
Apart from the school, church, and other spheres of socialisation where children learn, gaming is a core activity that fosters learning. Children’s engagement in learning environments that foster critical thinking, problem-solving, and collaboration is pivotal to their career success (Lombardi, 2007). Video games, for example, nurture collaborative leadership in youth (Hewett, 2022). The focus of 21st-century competencies examined in this paper is limited to problem-solving and interpersonal skills.
Problem-solving is a skill that has to be learned because man is not born with it (Shute & Emihovich, 2018; Polya, 1945). It is a four-step process: understand the problem, devise a plan, carry out the plan, and review/extend it (Polya, 1945). Bransford and Stein (1984) provided an integrated collection of problem-solving captured in their IDEAL perspective. Here, each letter indicates a step in a sequential problem-solving process (I-Identify problems and opportunities, D-Define alternative goals, E-explore possible strategies, A-anticipate outcomes and act on strategies; and then L-look back and learn). A simplified model of problem-solving involving the construction of a representation, the search for a solution, the implementation of the solution, and then monitoring of the outcome of the solution was later advanced by Gick (1986). Children develop problem-solving competencies when they are allowed to solve problems at their level. Games represent one of such activities that can leverage problem-solving competences in children as they constantly encounter challenges that must be overcome. Interpersonal competence (Rezvani, Barrett, & Khosravi, 2019) is the ability to interact and communicate with others, to share personal views, to understand the emotions and opinions of others, and to cooperate with others or resolve conflict when it occurs. Another dimension to interpersonal competencies is the ability to communicate thoughts and ideas clearly, listen effectively (to decipher meaning, values, and intentions) and work effectively and respectfully in diverse teams (Partnership for 21st Century Competencies, 2009). Interpersonal competence has 5 aspects; initiation competence, assertiveness, self-disclosure, emotional support, and managing interpersonal conflict (Buhrmester et al., 1988). It is also a vital skill that children need to thrive in the twenty-first century. Overall, these abilities can emerge in the course of games as they interact with their peers.
Indigenous versus Digital Games
Games are typically structured activities or forms of entertainment that involve one or more participants who engage in a set of rules or objectives. They often have an element of competition, challenge or skill, and can be played for fun, social interaction, education, and even professional purposes. Games can take on many forms including board games, video games, card games, role-playing, puzzles, and many others. This study examines games from two dimensions (indigenous and digital). Indigenous games in the past were an integral part of childhood experiences but the degree of children’s engagement in such games keeps eroding with the rapid advancement in technology. Participation in indigenous games used to be an opportunity where children interact, share, learn, negotiate and solve problems. Zainuddin et al. (2020) study sought to determine the influence of a traditional game (akkasing) on improving the interpersonal competence of peer groups in elementary school children. They used a pre-test and post-test control group and found the game was a significant influence for improving interpersonal competence. Similarly, Louth (2014) found from a qualitative study in Sydney, Australia that playing indigenous games three times a week increases students’ self-esteem, ability to cooperate and work in a team.
Most children's play activities now are dominated by digital media and reduced playing space in cities and villages which retards their engagement in indigenous games (Smith, 2012). This means that they lose the experience of playing and interacting with their peers. Digital based games cannot create social interactions like traditional games (Fang et al., 2016). Traditional games can solve real-life problems related to misunderstanding and disputed behaviour (Sholihah et al., 2020). Flynn et al. (2019) define digital games as playing video games on television with video game consoles, computer games, games on phones and tablets, hand-held video games, augmented reality and virtual reality games found on different platforms. Critical thinking and problem-solving, deemed the most important cognitive competencies needed for the 21st century, can be enhanced by repeated exposure to computer games and other digital media (Day et al., 2001; Ravenscroft & Matheson, 2002). Games that offer a look at current issues and/or provide opportunities for critical thinking are potential avenues to prepare a technically skilled workforce that possesses the ability to think critically and innovatively (Sardone & Devlin-Scherer, 2010). Gentile et al. (2012) study on game playing found that a sample of 3,034 game-playing Singaporean children and adolescents measured over 3 years had attention problems and were impulsive. Those who spent significant time playing video games subsequently had more attention problems, even when earlier attention problems based on sex, age, race, and socio-economic status were statistically controlled. Also, participants of a study that required undergraduate students to identify twenty-first century competencies in digital games found communication and collaboration skill development opportunities in five digital games (Sardone & Devlin-Scherer, 2010). Two studies like the aforementioned have identified competencies that develop in the course of indigenous and digital games. Studies devoted to a comparison of the rate of skill development in indigenous and digital games are still very rare. Comparing the value of indigenous and digital games in nurturing twenty-first century competencies in children is valuable to policy and decision-making towards equipping the young for the future world of work. This study thus compares the exhibition of problem-solving and interpersonal competencies between Dodging (an indigenous game) and Zoomer (a digital game) all commonly played by children in the English-speaking regions of Cameroon.
Theoretical Basis
From a theoretical perspective, Erickson (1987) describes late childhood as a stage of industry versus inferiority which mirrors the nature of the study participants (8 to 12 years old children). Such children are often constantly doing, planning, playing, getting together with friends, and achieving (Erickson, 1987). They develop a sense of confidence if they succeed in their industrious endeavours, otherwise a sense of inferiority sets in (Erickson, 1987). Vygotsky (1987) maintains that children are naturally endowed with elementary mental abilities (memory, sensation, attention and perception) that serve as the basis for higher mental functions (like problem-solving) that can only be developed through the influence of social interactions. Both indigenous and digital games are interactive processes where children learn from others and develop higher-order thinking competencies.
In addition to Vygotsky’s perspective, Tchombe (2023) highlights the strength in the mediation, mutuality, and reciprocity that occurs amongst peers in their Zone of Proximal Development as they engage in tasks. Learning is more effective when children interact and support their peers in the process. During games, children engage in social interactions, such as taking turns, sharing resources, negotiating rules, and communicating with others. These interactions foster the development of interpersonal competencies, including communication, cooperation, conflict resolution, and empathy. By playing games with others, children learn how to navigate social situations, work together towards a common goal, and understand the perspectives and feelings of others. In the course of games, children also encounter difficulties that provoke them to think critically, strategise, and seek solutions. Higher-order thinking competencies like self-regulation and problem-solving are intrapersonal processes which Vygotsky (1987) maintains can only be provoked by interpersonal processes. The quality of interactions and cultural tools that a child is exposed to determines their level of higher mental functions.
Problem Statement and Study Aims
Twenty-first century competencies such as interpersonal and problem solving skills are necessary to drive success in every individual, institution/organisation, and society as a whole. These competencies are stronger when they are developed in the early years of life. Leveraging opportunities that will enable children develop twenty-first century competencies is thus vital. Research (Atilla & Halit, 2023; Meihua & Karen, 2016; Kim et al., 2019; Yalçın, 2024) on developing twenty-first century competencies in children has been focused on how different formal school curriculum influence the development of such competencies in learners. The question of how the competencies emerge in children informally in their out-of-school activities like games has not been given due attention. This gap in knowledge can cause childcare stakeholders to minimise children’s engagement in certain play or games. On this basis, the study explores what develops in terms of twenty-first century competencies as children engage informally in games out of school. It further compares the development of such competencies for indigenous and digital games. This study seeks to answer the empirical question whether the nature of interaction, tools, and activities used in indigenous games are better at developing interpersonal and problem-solving competencies than those of digital games.
This study generally aims to compare the development of twenty-first century competencies in indigenous and digital games. Specifically, the study has the following objectives: 1) compare the development of problem-solving competencies amongst children who engage in indigenous and those who engage in digital games and 2) compare the development of interpersonal competencies amongst children who engage in indigenous and those that engage in digital games.
Methods
The study uses a sequential explanatory design where quantitative data was first collected from a sample of 310 children in both rural and urban communities in the Buea municipality in southwest Cameroon. The quantitative survey firstly obtained data on the form of games children commonly play, to identify the degree of engagement of children in the different forms of games (indigenous and digital). Secondly, it was aimed at establishing the most commonly played games for both the indigenous and the digital categories to be used for the intervention and exploratory phase. Based on the findings from the survey, “Dodging” and football emerged as the most commonly played indigenous games in the area of study. “Dodging” is a team based indigenous game where one team attempts to hit the opponent with a tennis ball sized object made of socks and wastepaper while the other team tries to dodge the ball to stay in the competition. With regards to the digital games, Zoomer and PlayStation football emerged as the most commonly played games. These most commonly played games were used for the intervention based on the assumption that the children were already familiar and versed with such. A quasi-experimental post-test only design was used to assess 21st century competencies in four groups of children with similar characteristics underscored in the inclusion criteria. The rationale for the post-test only design was to avoid behaviour modification of participants. Exposure to the tool or test before the intervention could have alerted the behaviour of the children on the competencies set to be measured. The aim was to observe and assess the competencies as the children played in the most natural form, and then do a comparison for the different groups at the end. The experiment was naturalistic as the children were given the opportunity to play the game in a natural space as they usually do.
Description of Area of Study
The study was conducted in the Buea municipality in the southwest of Cameroon. Buea is a semi-urban area and the political capital of Cameroon’s south-west region. In terms of urban design, Buea is comprised of some neighborhoods with closely arranged households without fences, and more secluded neighbourhoods with individual homes enclosed by fences. This has implications on the forms of games that the children commonly engage in, as revealed by the quantitative data. It is very common to see groups of children in the closely knit neighborhoods playing indigenous games, while those in more secluded neighborhoods are often found either playing alone (or with a few siblings) in their fenced compounds, or glued to TV screens or other gadgets playing games or watching cartoons. The Anglophone Crisis, ongoing since 2016, has created a deep sense of insecurity in Buea. The serenity and legendary hospitality that used to exist in the municipality has been eroded by the constant kidnappings, theft and looting of public spaces that now characterises the area. These have implications for children’s play as the freedom and trust that existed among the people has broken down, and become questionable. Parents nowadays are very fearful about their children’s outdoor interaction and play with others. As a result, most children in the municipality are now restricted from outdoor play due to safety and security concerns
Population and Sample Participants
A sample of 51 primary school pupils from 5th and 6th classes who were attending holiday classes in the Buea municipality were purposively selected and randomly assigned to four groups for the four games. The criteria for inclusion constituted: 1) the age range (8 to 12 years); 2) experience in all the four games (Dodging and football for indigenous & Zoomer and digital football for digital). These were the games identified from the children’s choices on most commonly played games in the digital and indigenous sections listed in the survey questionnaire items. In all cases, informed parental consent was obtained for the children involved in the study. This was to control some extraneous variables such as experience that could influence participation in the games. The study uses a sequential explanatory design where quantitative data was first collected from a sample of 310 children from both rural and urban communities in Buea. The quantitative survey was aimed firstly at obtaining data on the form of games children commonly play to identify their degree of engagement in the different forms of games (indigenous and digital). Secondly, it was aimed at identifying the most commonly played games for both the indigenous and the digital categories to be used for the exploratory phase. Dodging and football for indigenous and Zoomer and PlayStation football for digital emerged as the most commonly played games thus used for the intervention. A quasi-experimental post-test only design was used on four groups of children with similar characteristics.
Intervention
The intervention lasted for 4 weeks with 8 sessions (4 for indigenous games - Dodging and football and 4 for digital games - Zoomer and PlayStation football). Each session lasted between 1 – 2 hours). For the indigenous games, a scenario was created including some of the tools such as the play field and balls needed for the children to play. The children were placed at the scene and asked to play. They were left to organise themselves, sort out their teams and play as they normally do in the neighborhood. For each game session, the team played twice taking turns for both teams. The children were left to coordinate, manage, and resolve their issues in the course of the game. For the digital games, the children were taken to a games centre where they played Zoomer and digital football. They were given time and space to play in turns.
Data Collection Procedures, Instruments and Data Analysis
As the children engaged in the games, they were closely observed to identify elements of problem-solving and interpersonal competencies being exhibited. Six postgraduate students were trained and used as research assistants in the data collection process. They were all engaged in the observation. Each observer had a maximum of 2 children to observe, identifiable from the colour of the clothes they were wearing. Each observer closely watched their children they were assigned to, and ticked the strength of the behaviour noted on the observation checklist. Observers also provided a detailed description of the practical situation justifying the rating for every item ticked for a child being observed. At the end of the intervention, a post-test was administered to the children in all four groups to assess the degree of problem-solving and interpersonal competencies they exhibited in the course of the games. After the post-test, a total of 16 children were interviewed (4 from each game) to get in-depth information on how they interacted with peers and others in the course of the game and how they solved the problems they faced.
The study made use of questionnaires, an observation checklist, and an interview guide. The first questionnaire was used to get survey data on the kinds of games and preference for the most commonly played games. The questionnaire had a section for games where a good number of digital and indigenous games were listed including a space to list others that were not mentioned in the list. The children had to select and rank them in other of preference. A pilot test was done to ensure the reliability and validity of the tool. The second questionnaire was the post-test and constituted two sections: the first, for type of game and duration of play and the second, a Likert scale with items on problem solving and interpersonal competencies rated as; Sometimes, All the time, Rarely and Never. The tool was adopted from Bruder’s (2000) Play Tools observation guide, adapted and used to indicate and describe practically the competencies exhibited in the course of the game. The indicators of problem-solving competencies were exploration, curiosity, trying alternative solutions and moving on. Participants were expected to respond to statements like; “I encounter difficulties in the course of the game”, “in the course of the difficult situation, I try to find out what the cause is, I look for a way to solve the problem”, and “I try out different ways to solve the problem and I solve the problem and continue playing my game”. For interpersonal competencies, the indicators included listening, communication, sharing, empathy, peace, reconciliation, hugs, concern for others, collaboration and forgiveness. The statements participants had to respond to were: “I play with others”, “I listen to my playmates”, “I respect game rules”, “I talk with and agree with my play mates”, and “I play even when it is not my turn and I support my team”. The items in the observation guide had a rating scale (1 – 5) alongside to indicate the intensity of the behaviour and another section to describe the trait of behaviour exhibited. Each item was rated on a five-point scale ranging from never performs or demonstrating the behaviour (1) to competently performing the behaviour (5).
An interview guide with questions that triggered in-depth responses on game rules, relating with others, challenges faced in the course of the games, and how such were managed was used to obtain in-depth information on the competencies exhibited in each of the games.
The data collected for the study were analysed using both descriptive and inferential statistics. Mean and standard deviation was used for the descriptive statistics while the independent sample t-test was used for inferential analysis. The entire analysis was facilitated using SPSS version 27. Given the fact that the data appeared approximately normally distributed, the independent sample t-test was an ideal tool to employ. Also, the t-test was used to compare the mean score of interpersonal and problem-solving competencies between the two groups of children (indigenous games and digital games). With the independent sample t test, it was possible to compare mean scores between the two groups of children and to know better which group of children (indigenous games or digital games) had higher mean scores in terms of problem-solving competencies and interpersonal competencies. On the other hand, the qualitative data derived from the interview session with few children were analysed using the narrative approach. However, before the data were analysed, they were transcribed into textual data. The findings derived from the narrative analysis of the qualitative data were used to support the findings derived from the quantitative data. Finally, all inferential statistics were presented at 95% confidence interval using tables.
Results
The findings reveal that children develop and exhibit problem-solving and interpersonal competencies in both indigenous and digital games but the competencies in comparison are developed more in indigenous than in digital games as documented in the tables below.
Problem-solving in Indigenous versus Digital Games
Table 1
Mean score for problem-solving in indigenous versus digital games
Group Statistics |
||||
Variables |
N |
Mean |
Std. Deviation |
Std. Error Mean |
Problem Solving Indigenous |
27 |
13.70 |
1.836 |
.353 |
Problem Solving digital |
24 |
11.83 |
1.880 |
.384 |
The mean score of problem-solving competencies in indigenous games was 13.70 ± 0.353 which is higher than the mean score of problem-solving competencies in digital games 11.83 ± 0.384. This implies that children develop and exhibit problem-solving competencies in both indigenous and digital games but the competencies in comparison were developed more in indigenous than in digital games.
Table 2
Comparing for significant difference in problem-solving competencies between indigenous versus digital games
Independent Samples Test |
|||||||||
|
Levene's Test for Equality of Variances |
t-test for Equality of Means |
|||||||
F |
Sig. |
t |
df |
Sig. (2-tailed) |
Mean Diff |
Std. Error Diff |
|||
Scores PSID |
Equal variances assumed |
.171 |
.681 |
3.590 |
49 |
.001 |
1.870 |
.521 |
|
Equal variances not assumed |
|
|
3.585 |
48.02 |
.001 |
1.870 |
.522 |
Statistically, assuming equal variance, at degree of freedom 49 at 95% confidence interval, t-critical value is 2.021 less than the t-calculated value of 3.590 implying that the exhibition of problem-solving competencies for children exposed to indigenous games was significantly higher than for children in digital games. To be explicit, during indigenous games, children face challenges such as cheating, fighting, and ‘bad sportsmanship’. As they play, they exhibit problem solving competencies as they address these issues. Cheating was the most common problem faced in the course of indigenous games. Cheating from the findings refer to a situation where someone contravenes the rules of the game such as not taking turns, refusing to accept defeat, supporting a partner at a wrong time and telling lies. Children explored alternative strategies to solve the problems they encountered. A typical situation was captured in the voices of some children who played Dodging as follows:
“When someone cheats, I come close to check what actually happened. For example if someone was hit by the ball during Dodging and refuses, I ask the people who were very close to say what they saw, if the argument is still not resolved, I organise for voting and we all agree on the decision voted by the majority and continue our game”
“In case of disorder where people don’t take turns in playing, we stop the game and create order by coming together to examine the situation, reiterate the rules and remind everyone to play only when it is their turn. Those who are not ready to respect the rules are asked to leave the game.”
“We discuss, identify the problem, caution everyone who caused it, agree on what is right and continue playing happily”
On the other hand, for digital games, cheating still emerged as a major challenge for children involved. However, unlike the indigenous games where the children had a big free space to interact and sort their issues as teams, handling cheating in digital games was secluded in a small digital space and limited to just a few children. The children also explored and used different strategies to manage cheating. This is reflected in the voices of some children who played Zoomer who said:
“The machine cheats as it brings in many coloured balls and increases the speed which is against the rules when I was about to finish the level. We got angry and insulted the machine. After insulting the machine, we played with a second life and won. We strategise and act faster so as to quickly shoot the ball before time out.”
Another child who played digital football said:
“In a case of bad game or handball, we report to the referee who stops, cautions the one responsible and sometimes presents a red card.”
Interpersonal Competencies for Indigenous versus Digital Games
Interpersonal competencies exhibited in indigenous games appear much higher than that for digital games as reflected in the tables below.
Table 3
Mean score for interpersonal skill between indigenous versus digital games
Group Statistics |
||||
Variables |
N |
Mean |
Std. Deviation |
Std. Error Mean |
Interpersonal indigenous |
27 |
20.00 |
1.038 |
.200 |
Interpersonal digital |
24 |
11.08 |
5.453 |
1.113 |
Findings showed that the mean score for interpersonal competencies in indigenous games is 20.00 ± 0.200 which is almost two times higher when compared to the mean score of interpersonal competencies in digital games 11.08±1.113.
Table 4
Comparing for significant difference in interpersonal competencies between indigenous versus digital games
Independent Samples Test |
|||||||||
|
Levene's Test for Equality of Variances |
t-test for Equality of Means |
|||||||
F |
Sig. |
t |
df |
Sig. (2-tailed) |
Mean Diff |
Std. Error Diff |
|||
ScoresPSID |
Equal variances assumed |
146.13 |
.000 |
8.339 |
49 |
.000 |
8.917 |
1.069 |
|
Equal variances not assumed |
|
|
7.885 |
24.48 |
.000 |
8.917 |
1.131 |
Statistically, assuming equal variance, at degree of freedom 49 and at 95% confidence interval, the t-critical value is 2.021 less than the t-calculated value of 8.339 implying that the exhibition of interpersonal competencies for children exposed to indigenous games was significantly higher than for children in digital games. To be explicit, children’s interpersonal competencies in indigenous games was exhibited through sharing and communication. The children collaborated and all contributed play tools used in the course of the game as reflected in the voices below:
“I give a listening ear to friends who have problems and quarrel. After listening, I advise them.”
“The team captain listens when we have problems”
“We share slippers in Dodging as everyone contributes their shoes or slippers to be used in the game. Sometimes, we contribute our socks to be used to make the ball that we use to play.”
“We dribble and pass the ball to our partners.”
In terms of communication, the children listen, show concern to one another and resolve problems in a peaceful manner as reflected in their voices below:
“When an argument occurs over a cheating situation, I tell both parties to speak in a polite manner and avoid shouting at others.”
“We solve problems in a polite way and I prefer we resolve the problem and continue than to get angry and leave.”
“In the case of a fight caused by a bad game, we settle it by reporting to the team captain who resolves the problem. Thereafter we embrace each other as a sign of peace and continue our game.”
For digital games, the children exhibited some interpersonal competencies. This was evident in digital football where 2 children had to play at a time each controlling a team against the other. The communication in this case was more towards the fictitious players on the screen and not similar to a peer like in the case of indigenous games. For Zoomer, communication was one-sided as some children kept talking to the screen while playing. Unlike the indigenous games where children exhibited listening, collaboration, support, and empathy in the course, very little emerged in digital games.
Discussion
Based on the findings, both problem-solving and interpersonal competencies develop more in indigenous than in digital games. However, children also highly develop problem-solving competencies in digital games although it appears to be higher in indigenous games. In the course of digital games, children also encounter challenges such as finding matching-coloured balls and managing time for Zoomer and issues like a penalty, rough game, handball, and dribbling to score in digital football. They also reflect, explore, and strategise to overcome the difficulties. Perhaps the direct engagement in the real-life situation for the practical or indigenous game situation intensifies the competencies in problem-solving. The digital game sometimes limits the child to only the available in-game options to solve problems, whereas in practical real-life situations, the children freely explore and think out of the box to get their problems resolved. This is different for indigenous play where in the case of Dodging the team captain moves close to address a cheating problem, explores the cause by finding out information from the others that were close, coordinates the arguments, and resorts to using democracy by voting to solve the problem. At the end both parties embraced as a sign of peace and continued the game happily. The fact that problem-solving competencies develop more in indigenous games is not new as Sholihah et al. (2020) earlier reported that traditional games can solve real-life problems related to misunderstanding and disputed behaviour.
The higher propensity for indigenous games to advance interpersonal competencies compared to digital games as reflected in the findings is consistent with Fang et al. (2016) argument that digital-based games cannot create social interactions like traditional games. Similarly, Vygotsky (1983) highlights the value of interaction in the development of problem-solving and other higher order thinking competencies. Digital games involve interaction with tools such as TVs, PlayStation sets, computers, phones and the characters within. Children manipulate and even talk to these gadgets but the communication and interactions are usually not very reciprocal compared to that in indigenous games where children listen, share, care, empathise, reconcile and forgive. In digital games, children can click on or press buttons that will elicit responses from the machines but the interaction usually remains rigid as it is often devoid of emotions. Based on Tchombe’s (2023) proposition, learning is interest and need driven in a mediated, mutual and interactive process. The quality of interaction that children experience as they engage in games has implications on the development of problem-solving competencies. Love, affection and esteem needs, exhibited through empathy, sharing, listening, and concern in the course of indigenous games most often make the situation conducive for the development of problem-solving and other higher thinking competencies. The fact that digital games do not address such needs might have accounted for its lower score on interpersonal and problem-solving competencies.
Conclusion
The major concern of this paper has been to compare the development of twenty-first century competencies through playing indigenous and digital games amongst 8 to 12 year-old children. It specifically compares the extent to which problem-solving and interpersonal competencies are exhibited in indigenous games (Dodging and football) and digital games (Zoomer and digital football). It employed a sequential exploratory design where a post-test-only quasi-experiment was done with both the indigenous and digital games as intervention and tested at the end for problem-solving and interpersonal competencies. Qualitative data was collected through observation and interviews at the end. The findings revealed that children exhibit more problem-solving and interpersonal competencies at indigenous than at digital games with a higher difference in interpersonal competencies. The methods had some limitations in the design. The post-test only design used limited the comparison of results or competencies before and after the intervention. The comparisons were thus limited to between groups. A similar study of this nature that employs a pre, post-test and a control group will be vital to enhance accuracy in the results.
It is necessary to create opportunities where children at the late childhood phase of development characterised by curiosity and industry can play outdoors with peers. There is a need to balance screen time with physical activity to minimise sedentary behaviour that might cause redundancy in children’s higher mental ability. From the findings, it is recommended that children be given the opportunity to engage more in indigenous games so they can better exhibit and develop interpersonal and problem-solving competencies. The ability to network, effectively interact with diverse persons, innovate, initiate, and be flexible in handling challenges is necessary to thrive in the 21st century. Given that digital games also enhance the development of problem-solving competencies, encouraging games of the sort that engage teams playing together physically can better develop problem-solving and interpersonal competencies.
Ethical Statement
Informed consent forms were signed by the parents of the children and head teachers of the schools from where the children were recruited. An ethical clearance was obtained from the Faculty of Health Sciences Institutional Review Board of the University of Buea in the southwest region of Cameroon with approval number 2413-02. The parents and teachers were duly informed of the purpose and relevance of the research. They were also assured of confidentiality and anonymity. Parents' approval was also obtained with regards to sharing pictures that had their children in the games for the exhibition of specific traits that emerged from the findings.
Conflicts of interest
The author declares there is no conflict of interests.
Acknowledgements
I acknowledge the post graduate students in the Department of Educational Psychology Aeshitu Sali, Sarah Anne, Fule Seraphine, Nkumbe Beatrice and Isanga Beatrice for their support and engagement in the data collection phase of this study.
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