Rima International Journal of Education (RIJE)

Impact of Gaminification on Students Academic Performance in Basic Science and Technology in Junior Secondary Schools in Ondo State, Nigeria

Abidoye James Alabi & Ogundare Samuelakinola
1Department of Educational Technology, Adeyemi Federal University of Education Ondo, Ondo State, Nigeria. Email: abidoyeja@aceondo.edu.com
2Department of Science Education, Federal University Shasere, Gombe State, Nigeria. akinola.ogundare@fukashere.ed.ng

Abstract

The study examined the impact of gaminification on secondary school students’ academic performance in Basic Science and Technology (BST) in Ondo State. The study adopted pretest -posttest control group quasi experimental research design. The population of the study consisted of all Junior secondary school students in Ondo State. While the sample population consisted of 120 Junior Secondary School (JSS) Students randomly selected from four secondary schools in Akure South local government area of Ondo State. Three objectives and three hypotheses were set and formulated for the study respectively. Two instruments were used in the study, they are; (i) Basic Science and Technology Students’ Performance Test (BSTSPT) and (ii) Instructional Game Package (IGP). Intact classes were used in all the sampled schools. The participants were divided two groups (experimental and control). The experimental groups were taught with IGP. While the control groups were taught with Conventional Teaching Method (CTM). The data were analyzed using Analysis of Covariance (ANCOVA). The results revealed that students taught with IGP performed significantly better than their counterparts taught with the conventional teaching method. The study also shows that there was no significant difference between the academic achievements of male and female students taught with IGP. The findings further revealed that there was no significant difference between urban and rural BST students’ academic achievement taught with IGP. Based on the findings, it was recommended that the use of IGPshould be encouraged in secondary schools. Both male and female students should also be motivated further to use IGPin secondary schools. Also, it was recommended that both rural and urban schools should be encouraged to use IGP for instructions in school subjects particularly in Basic Science and Technology.

Keywords

Gaminification, instructional game package, conventional teaching method, secondary school, Basic science and technology

Reference

Abidoye J.A. & Abidoye O.G. (2022) Gender and Internet use pattern of English Language Teachers in Secondary Schools in Ondo State. ABSU Journal of Curriculum and Teacher Educational 2 (1) 9-16.

Aderele S.O. & Abidoye J.A. (2022) Effect of Edutainment Package on Primary School Pupils’ Academic Performance in Basic Science and Technology in Irele Local Government Area of Ondo State. ABSU Journal of Educational Studies 9(1) 219-225

Chen, C. & Howard, B. (2010). Effect of live simulation on middle school students’ attitudes and learning toward science. Journal of Educational Technology and society 13(1) 133-139.

Damia, P. O. (2014). Effects of Gender on Students’ Academic Achievement in Secondary School Social Studies. Journal of Education and Practice, 5(21).http://www.isiteorg (online)

Daniel, A. (2012). Use of information technology by academic in selected universities in Nigeria. Global Journal of Mathematics Science, 2 (1), 57-63

Elian, S. M. & Hamaidi, D. A. (2018). The Effect of Using Flipped Classroom Strategy on the Academic Achievement of Fourth Grade Students in Jordan. International Journal of Emerging Technologies in Learning (iJET), 13(2); 110-125

Hanus, M. & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80 (0), 152-161

Mouza, C. (2008). Learning with laptops: implementation and outcomes in an urban, under-privileged school. Journal of Research on Technology in Education, 40; 447-472.

NERDC. (2007). 9-year basic education curriculum: Basic science and technology JSS 13. Abuja.

Nwachukwu U.M. & Johnson P.A. (2020) Effects of Gaminification on Performance and Interest of Students in Basic Technology in River State. International. Journal of innovative information Systems and Technology Research 8(2) 26-36

Ogundare, S. A., & Jebson, R. S. (2017). Assessment of availability and accessibility of ICT resources for basic science and technology curriculum delivery. Vunoklang

           Multidisciplinary Journal of Science and Technology Education, 5, 47-58.

Oyelekan, O. T. & Adewale, G. J. (2014). Effects of self-assessment on students’ achievement insenior secondary school physics. Journal of Educational Review, 7(3), 425-431

Papastergiou, M. (2019). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and

            Education, 52(1), 1-12.

Siegler, R. S., & Ramani, G. B. (2018). Playing linear numerical board games promotes low-income children’s numerical development. Developmental Science, 11(5), 655-661.

Umoh, C. (2003). A theoretical analysis of the effects of gender and family education on human resources development. Journal of Curriculum Organization of Nigeria, 10(1), 1-4.