Abstract

This paper sees to the design of Instructional Object Based Game (IOBG) using Technological Pedagogical and Content Knowledge (TPACK) framework and it imparts on the performance of students learning in mathematics as investigated from two sets of subjects. The sample consists of 200 Junior Secondary School 2 (JSS 2) students selected from 20 co- educational schools within Lagos Island and Eti-Osa educational Zones of Lagos State, Nigeria. Multi stage stratified random sampling was used to avoid interclass mixed. 50% proportionate on each zone and stratified simple random sampling technique was adopted to give non mixed schools within the zones equal chance of being taken. The first sets of subjects were learning in relation to game and performance, while the other set (control group) was treated with Mathematics Achievement Test (MAT) (conventional method). Lessons of 40 minutes on substitution were conducted for the two groups for two weeks, twice per week, which was conducted in each school for 4 weeks in the whole of the two zones. After the lessons the groups were treated with MAT and IOBG, control and experimental groups respectively. A quasi-experimental control group design with repeated measures analysis of covariance was adopted. Two separate summary results of ANCOVA showed that F (1,199) = 12.88 @ p = 0.013 and F(1,193) = 13.00 @ p = 0.00 implied that the use of OBG (game) in teaching and learning had significant effect on the performance of learners in mathematics. Calculated mean scores and 2-way ANCOVA result showed that gender has no significant influence on the performance of learners in either with the used of OBG or MAT.

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