- Low learner motivation.
- Low retention.
- High dropout rates.
- inability to create high interest in science, technology, mathematics and engineering (STEM).
Leverage on ICT in order to develop and implement a learner centered pedagogical approach where critical thinking, fun, learning and play are integrated through gamification
Building culturally relevant, entertaining, and motivating game mechanisms for hard-to-learn/teach STEM.
Involve and work with key stakeholders to continuously evolve and adopt the product.