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Development of a Motion Graphics-Based E-Learning Platform for Teaching Economics in Kano, Kano State

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  • NGN 5000

Background of the Study
Economic education is vital for equipping students with the analytical skills needed in today’s complex financial landscape. In Kano, Kano State, traditional teaching methods in economics have often been criticized for their reliance on abstract theories and static content. A motion graphics-based e-learning platform can transform economics education by incorporating dynamic visualizations, animated diagrams, and interactive simulations that elucidate complex economic concepts (Ibrahim, 2023). Motion graphics provide an engaging and intuitive way to present data, making it easier for students to grasp theoretical frameworks and real-world applications. The platform is designed to integrate animated tutorials, interactive quizzes, and real-time feedback mechanisms, thereby creating a comprehensive learning environment that addresses the diverse needs of learners. By leveraging motion graphics, the platform enhances information retention and fosters a deeper understanding of economic principles. Furthermore, the adaptability of digital learning allows for continuous content updates, ensuring that students have access to the most recent economic theories and empirical data (Nasir, 2024). This initiative not only aims to improve academic performance in economics but also seeks to promote digital literacy among students, preparing them for the increasingly digitalized workforce. The e-learning platform is expected to serve as a prototype for future educational innovations, merging creativity with pedagogy to address the challenges of conventional teaching methods (Akinola, 2025).

Statement of the Problem
Despite the growing importance of economic literacy, many students in Kano face difficulties in comprehending complex economic theories through traditional teaching methods. The conventional classroom approach, characterized by static lectures and textbook-based learning, often fails to capture the dynamic nature of economic phenomena. This disconnect results in reduced student engagement, poor conceptual understanding, and ultimately, lower academic performance (Olawale, 2023). In addition, the absence of interactive learning tools means that students are unable to visualize the practical applications of economic theories, thereby limiting their ability to connect theory with real-world scenarios. The need for an innovative e-learning solution that leverages motion graphics is therefore evident. However, challenges such as limited access to technology, inadequate digital infrastructure, and resistance to change among educators further complicate the adoption of such platforms. This study seeks to address these challenges by developing a motion graphics-based e-learning platform that transforms the teaching and learning of economics. It will assess the platform’s effectiveness in enhancing student engagement, improving understanding of economic concepts, and bridging the gap between theory and practice. By identifying the barriers to implementation and proposing viable solutions, the research aims to contribute to the broader field of digital education in economics, fostering a more interactive and engaging learning environment (Suleiman, 2024).

Objectives of the Study:

  1. To develop a motion graphics-based e-learning platform tailored for teaching economics.

  2. To evaluate the platform’s impact on student engagement and academic performance in economics.

  3. To identify challenges and recommend strategies for effective integration of digital tools in economic education.

Research Questions:

  1. How does the motion graphics-based platform enhance the understanding of economic concepts among students?

  2. What is the impact of the platform on student engagement and performance in economics?

  3. What challenges are encountered in the development and implementation of the platform, and how can they be addressed?

Significance of the Study
This study is significant as it explores innovative approaches to economics education through digital technology. By developing a motion graphics-based e-learning platform, the research aims to enhance student comprehension and engagement, thereby improving overall academic outcomes. The findings will serve as a guide for educators and policymakers looking to integrate digital tools in economic curricula, ultimately contributing to the modernization of educational practices in Kano (Oduwole, 2024).

Scope and Limitations of the Study:
The study is limited to the design, development, and evaluation of a motion graphics-based e-learning platform for teaching economics in Kano, Kano State. It does not extend to other subjects or regions and is subject to technological infrastructure constraints.

Definitions of Terms:

  1. Motion Graphics: Animated visual content that combines graphic design and multimedia to convey information.

  2. E-Learning Platform: A digital environment that supports the delivery of educational content and interactive learning.

  3. Economic Literacy: The ability to understand and apply economic principles in real-world contexts.


 





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