When I began teaching in Community High School, Ebute Igbooro, a rural border community in Nigeria, I met bright learners who were curious but disconnected from science. Our school had no electricity or internet, and lessons were often limited to rote memorization. Chemistry, especially, felt abstract and intimidating.
Yet, I noticed something remarkable—on sports days, when learning became active, attendance soared. That insight shaped my belief that learning should be joyful, interactive, and relatable. I created the STEAM Game Boards to transform complex STEM topics into something learners could touch, play, and understand.
The first prototype—the Chemistry Game Board—turned formulas into friendly challenges. Later, the STEAM Game expanded this approach, blending art, innovation, and teamwork. My goal was simple: to restore wonder to science education, build problem-solvers, and show that creativity and curiosity can thrive even in the most underserved classrooms.
A group of learners sits around a handmade, colorful board crafted from recycled materials. They roll dice, draw question cards, and race to solve chemistry challenges linked to real life—like how soap cleans, how energy is stored, or how fertilizers affect crops. Every correct answer earns points and laughter, but more importantly, sparks deeper questions.
In the STEAM Game, learners collaborate on design and art tasks that merge science, creativity, and innovation. They compete as teams, developing soft skills alongside academic knowledge. The atmosphere is vibrant—science is no longer a fearsome subject but a shared adventure.
Teachers guide, not lecture. Learners who once hesitated now explain concepts confidently to peers. The shift is visible: attendance improves, participation rises, and the classroom becomes a space of energy, creativity, and connection. Learning is no longer an obligation—it’s an experience every child looks forward to.
The journey began with just one classroom and a few handmade boards. When other teachers at my school saw how engaged my learners became, they asked to replicate the idea. With the support of the Teach For Nigeria Fellowship, I began training other fellows and demonstrating the innovation at STEM Garden Initiatives events and local education summits.
Soon, neighboring schools requested their own versions, adapting the concept for subjects like physics and biology. The innovation was later showcased through Teach For All’s Global Challenge, attracting global attention for its simplicity and scalability.
On social media, short clips of learners playing the games have inspired other educators to experiment with play-based science teaching. The ripple effect continues as we develop open-access guides, teacher training modules, and locally adaptable templates—ensuring the innovation can spread without depending on expensive materials or technology.
The earliest version of the Chemistry Game Board was entirely physical. Over time, I realized we could enhance learning by integrating simple digital tools and AI-powered quiz simulations. These help personalize challenges for each learner while keeping the experience interactive and accessible, even offline.
We also began including sustainability-focused topics—like waste management, renewable energy, and climate action—to connect science to real-world issues. Learners now explore both environmental and entrepreneurial perspectives through gameplay.
Another key improvement has been localization: using community examples, indigenous materials, and local languages to ensure inclusivity. I’m currently working on a teacher toolkit that guides educators in creating their own subject-specific boards, ensuring that innovation is not centralized but multiplied across schools and regions.
To try the STEAM Game Boards, start small—pick one topic your students struggle with and turn it into a game. Create simple question cards, challenges, and tasks that require learners to think, collaborate, and apply concepts to everyday life. You can design your board using recycled cardboard, markers, or art supplies available in your community.
I offer short workshops for teachers—both virtual and in-person—on how to create, facilitate, and adapt the games for their curriculum. The process is intentionally flexible: it can be used in any context, with or without electricity or internet.
The essence is not the board itself—it’s the philosophy of play. Once learners experience science as a story they can shape, they become active participants in their own learning. That spark of curiosity is what turns ordinary classrooms into hubs of creativity, collaboration, and innovation.