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Effect of Gamification-Based Teaching on Junior Secondary School Student's Academic Performance in Mathematics in Kwara State Attah, Justina Ojoma; Ogunlade, Oyeronke Olufumilola; Otemuyiwa, Bridget Idowu
Andragogi: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2024): Pendidikan dan Pembelajaran
Publisher : Universitas KH. Abdul Chalim Pacet Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/adrg.v4i2.1325

Abstract

Gamification is a cutting-edge pedagogical approach to addressing student social behaviour, motivation, and academic performance in the classroom, particularly in subjects that are perceived to be difficult such as mathematics where there was a perceived failure. Hence, this study investigated the effect of gamification-based teaching on junior secondary school student’s academic performance in mathematics in Kwara State. The study adopted a quasi-experimental pretest-posttest, non-equivalent group design. The population was all junior secondary students in Kwara State while the target population were all junior secondary students in J.S.S. 2 in Kwara-North Senatorial district. A purposive sampling technique was used to select two junior secondary schools based on the availability of computer laboratories. A total of 122 students (experimental group 64; control group 58) were involved. Three instruments were used for data collection. Split-half was used to test the reliability of the instruments and coefficients of .89 were obtained Data collected were analyzed using descriptive and inferential statistics at 0.05 level of significance. The study revealed that; gamification-based teaching had a significant effect on the experimental group (F (1,54) = 1.826; p< 0.05) and female students in the experimental group significantly performed better than male students after the treatment. This study concluded that the use of gamification-based teaching in mathematics enhanced teaching-learning effectiveness in mathematics. The study, therefore, recommended among others, that mathematics teachers should use gamification in teaching mathematics to reduce the level of abstractness associated with teaching-learning of mathematics.
Navigating the Future: Strategies of EdTech Companies in Driving Educational Transformation Adeoye, Moses Adeleke; Otemuyiwa, Bridget Idowu
JERIT: Journal of Educational Research and Innovation Technology Vol. 1 No. 1 (2024): June
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jerit.v1i1.10

Abstract

The EdTech industry is undergoing a significant transformation due to the rapid advancement of technology and the emergence of innovative companies. This research discourse examines the strategies employed by EdTech companies, such as personalized learning, data analytics, gamification, and AI integration, which are reshaping the educational experience across various levels of learning. The study highlights the impact of these strategies on educational outcomes, accessibility, and engagement among diverse learner populations. However, the research also identifies critical gaps in existing literature, such as the long-term efficacy of EdTech solutions, the digital divide, and ethical considerations surrounding data privacy and security in educational settings. Future research directions can emphasize the need for a multidisciplinary approach, incorporating insights from educational psychology, sociology, and technology studies. This discourse serves as a foundation for scholars, practitioners, and policymakers to navigate the evolving EdTech landscape and leverage technology to benefit all learners