Effect of game-based learning on educational technology Students' performance: A case of simple repeated measures approach

被引:3
作者
Mohammed, Ibrahim Abba [1 ]
Falode, Oluwole Caleb [2 ]
Kuta, Ibrahim Ismaila [2 ]
Bello, Ahmed [1 ]
机构
[1] Fed Univ Kashere, Dept Sci Educ, Kashere, Gombe, Nigeria
[2] Fed Univ Technol, Dept Educ Technol, Minna, Niger, Nigeria
关键词
Educational technology; Game-based learning; Performance; Technology; Simple repeated measures; COVID-19; ACHIEVEMENT;
D O I
10.1007/s10639-024-12593-3
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The COVID-19 pandemic kick-started a new paradigm shift in the way and manner teaching and learning takes place on the global scale due to the lockdown that succeeded in shutting down school activities. As a result, most institutions turned to technology supported e-learning as against the traditional face-to-face teaching and learning in order to cover for lost time. This study therefore tested the effectiveness of game-based learning on students' performance in educational technology. Using a simple repeated measures design, 24 students participated in this study. Using an Educational Technology Achievement Test (ETAT), which was validated and pilot-tested to obtain data, the students were given two separate pre-tests before the commencement of the treatment as well as two different post-tests after the treatment. Data were computed using a mixed design repeated-measures ANOVA. Findings revealed that game-based learning significantly improved students' performance to a large extent (F-(3,F- 69) = 170.960; p < 0.05) with an effect size (eta(2)(p)) of 0.881. The study has some implications for Nigerian teachers and researchers in Educational Technology and Science-related fields on the need to incorporate game-based learning given that it has what it takes to improve students' performance.
引用
收藏
页码:18287 / 18297
页数:11
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