Abstract
The COVID-19 pandemic kick-started a new paradigm shift in the way and manner teaching and learning takes place on the global scale due to the lockdown that succeeded in shutting down school activities. As a result, most institutions turned to technology supported e-learning as against the traditional face-to-face teaching and learning in order to cover for lost time. This study therefore tested the effectiveness of game-based learning on students’ performance in educational technology. Using a simple repeated measures design, 24 students participated in this study. Using an Educational Technology Achievement Test (ETAT), which was validated and pilot-tested to obtain data, the students were given two separate pre-tests before the commencement of the treatment as well as two different post-tests after the treatment. Data were computed using a mixed design repeated-measures ANOVA. Findings revealed that game-based learning significantly improved students’ performance to a large extent (F (3, 69) = 170.960; p < 0.05) with an effect size (ηp2) of 0.881. The study has some implications for Nigerian teachers and researchers in Educational Technology and Science-related fields on the need to incorporate game-based learning given that it has what it takes to improve students’ performance.
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The researchers are grateful to the students for their participation.
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Ibrahim Abba Mohammed wrote the first draft. Oluwole Caleb Falode reviewed the draft and checked literature. Ibrahim Ismaila Kuta made revisions in methodology. Ahmed Bello reviewed the draft to check technical quality.
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The ethical and research committee of Federal University of Technology Minna, Niger State, Nigeria, gave an approval for the study.
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Mohammed, I.A., Falode, O.C., Kuta, I.I. et al. Effect of game-based learning on educational technology Students’ performance: A case of simple repeated measures approach. Educ Inf Technol (2024). https://doi.org/10.1007/s10639-024-12593-3
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DOI: https://doi.org/10.1007/s10639-024-12593-3