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Effect of Game-Based Learning on Educational Technology Students' Performance: A Case of Simple Repeated Measures Approach
- Source :
-
Education and Information Technologies . 2024 29(14):18287-18297. - Publication Year :
- 2024
-
Abstract
- 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[subscript (3, 69)] = 170.960; p < 0.05) with an effect size ([partial eta-squared]) 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.
Details
- Language :
- English
- ISSN :
- 1360-2357 and 1573-7608
- Volume :
- 29
- Issue :
- 14
- Database :
- ERIC
- Journal :
- Education and Information Technologies
- Publication Type :
- Academic Journal
- Accession number :
- EJ1446123
- Document Type :
- Journal Articles<br />Reports - Research
- Full Text :
- https://doi.org/10.1007/s10639-024-12593-3