Abstract
Games have been a part of human societies throughout recorded history. They can be card games, board games, dice games, different sports, etc. This study looked into the effects of digital game-based learning (DGBL) using Digital games, which could help change the current education system and give everyone a chance to learn something useful. Students, video game designers, curriculum developers, and educators can benefit from this study's findings. This study aims to measure the effect of digital games on students' academic achievement. A quantitative approach and one group pretest-posttest design were employed. The population of this study consisted of 177 students of 5th class studying in 7 schools in all campuses of Dr. AQ khan School System during the session 2023 – 24. A simple random sampling technique was employed to select Dr. AQ khan school system H-13 Islamabad the sample for this research study consisted of 20 students of 5th-grade studying the subject of Mathematics. The validity of the tools was determined through the expert’s opinion. The study was conducted for four weeks. A pretest was administered to the experimental group at the start and then taught to the grade 5th class through digital games, and a posttest was administered at the end. Quantitative data were analyzed using mean, percentage, and paired sample t-test. Data analysis involved obtaining scores from pretest, posttest, and retention test. Which shows students performed better in post-test than pretest whereas retention scores were consistent with the post-intervention scores, suggesting a lasting effect of DGBL on learning.
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