Please use this identifier to cite or link to this item: http://ir.futminna.edu.ng:8080/jspui/handle/123456789/13262
Title: Development and Assessment of Gamification Instructional Package on Genetic Concepts for Senior Secondary Schools Achievement and Gender in Minna, Nigeria
Authors: Ajanaku, A. A.
Gambari, A. I.
Ibrahim, I. K.
Keywords: Gamification Instructional Package
Achievement
Gender
Issue Date: 2019
Publisher: Conference Proceedings of the AITIE 3rd International Conference and Workshop on Innovation, Technology and Education (ICWITE, Abuja)
Citation: Ajanaku, A. A.; Gambari, A. I. & Ibrahim, I. K. (2019). Development and Assessment of Gamification Instructional Package on Genetic Concepts for Senior Secondary Schools Achievement and Gender in Minna, Nigeria. Conference Proceedings of the AITIE 3rd International Conference and Workshop on Innovation, Technology and Education (ICWITE, Abuja). Pp 244-249
Series/Report no.: ;244-249
Abstract: This study investigated the development and assessment of Gamification Instructional Package on genetics concept for senior secondary schools’ achievement and gender in Minna Metropolis, Nigeria.The study adopted pre-test post-test non-randomized quasi experimental research. The population of the study comprises federal government college students in Niger state Nigeria and target population were SSII biology students. Intact class of 90 students (male =50, female=40) were used for the study from two randomly selected federal government colleges in Niger state Nigeria. The Instruments for the study are Genetics Achievement Test (GAT) and treatment material is Gamification Instructional Package (GIP). The GAT comprises of 50 multiple choice objective questions and Gamification Instructional Package comprised of Genetics lesson. The Genetics Achievement Test (GAT) and Gamification Instructional Package (GIP) were validated by three experts in biology education, education technology, cyber security experts and computer scientist by both university and secondary school teachers. Experimental group were given Pretest before the treatment and after treatment posttest were administered on them. Experimental group was exposed to the use of Gamification Instructional Package (GIP) while Control group was exposed to Lecture Method (LM). Mean and standard deviation were used to analyze the research questions while ANOVA was used to analyzed hypotheses. Conclusively, it was established that there was significant difference in the achievement using Gamification instructional package and lecture method and no significant difference in the gender of biology student taught using Gamification instructional package.
URI: http://repository.futminna.edu.ng:8080/jspui/handle/123456789/13262
Appears in Collections:Educational Technology

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