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

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 (3, 69) = 170.960; p < 0.05) with an effect size (ηp2) 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. © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2024.

Author(s)

Ibrahim Abba Mohammed, Oluwole Caleb Falode, Ibrahim Ismaila Kuta, Ahmed Bello

Year

2024

Countries

Nigeria

Language

English

Research Method

Quantitative

Article Type

Peer-Reviewed Articles

Keywords

COVID-19 | Teaching methods | ICT in education | E-learning | Learning outcomes | Standards of attainment | Science education | Higher education | Excel Import

Full Citation Style

Mohammed, I. A., Falode, O. C., Kuta, I. I., & Bello, A. (2024). Effect of game-based learning on educational technology Students’ performance: A case of simple repeated measures approach. Strategic Research Journal. https://doi.org/10.1007/s10639-024-12593-3
Mohammed, I. A., Falode, O. C., Kuta, I. I. and Bello, A., 2024. Effect of game-based learning on educational technology Students’ performance: A case of simple repeated measures approach. Strategic Research Journal. Available at: <https://doi.org/10.1007/s10639-024-12593-3>
Mohammed, I. A., Oluwole Caleb Falode, Ibrahim Ismaila Kuta, and Ahmed Bello. "Effect of game-based learning on educational technology Students’ performance: A case of simple repeated measures approach." Strategic Research Journal (2024). https://doi.org/10.1007/s10639-024-12593-3
Mohammed IA, Falode OC, Kuta II, Bello A. Effect of game-based learning on educational technology Students’ performance: A case of simple repeated measures approach. Strategic Research Journal. 2024; https://doi.org/10.1007/s10639-024-12593-3

Research Team

Ibrahim Abba Mohammed

Ibrahim Abba Mohammed

Oluwole Caleb Falode

Oluwole Caleb Falode

Ibrahim Ismaila Kuta

Ibrahim Ismaila Kuta

Ahmed Bello

Ahmed Bello

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