Impact of learning interventions on mathematics achievement among learners with hearing impairment

O. Kuku, S. Adeniyi
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引用次数: 6

Abstract

There had been consistent concern and reports on the low achievement of learners with hearing impairment in mathematics with mixed observations about the ability and influence of learning environment of learners with hearing impairment. However, there are consensus that impactful teaching effort could aid in stimulating innovative approaches in teaching and learning of mathematics of learners particularly among learners with hearing impairment. This study seeks to appraise the impact of gamification and experiential learning on achievement in mathematics among learners with hearing impairment in Lagos State, Nigeria. The study population comprised learners with hearing impairment in Lagos State. Purposive and simple random sampling were used to select sample of 24 learners. The research design used was quasi-experimental pretest posttest control group. Mathematics Knowledge Check (MKC) was used to collect data and the data collected were analyzed using mean, standard deviation, mean difference and analysis of covariance (ANCOVA). The hypotheses were tested at 0.05 level of significance. The study found out that achievement in Mathematics improves as a result of exposing learners with hearing impairment to gamification and experiential methods of instruction. Besides, the study observed that the two interventions were of benefit to male and female learners with hearing impairment. The employment of gamification and experiential instructional strategy was recommended for mathematics lessons of learners with hearing impairment.   Keywords: Achievement in Mathematics; Experiential Learning; Gamification; Learners with Hearing Impairment
学习干预对听力障碍学习者数学成绩的影响
关于听力障碍学习者在数学上的低成绩一直有关注和报道,对听力障碍学习者的学习能力和学习环境的影响有不同的观察。然而,人们一致认为,有效的教学努力可以帮助学习者,特别是听力障碍学习者,在数学教学和学习中激发创新方法。本研究旨在评估游戏化和体验式学习对尼日利亚拉各斯州听力障碍学习者数学成绩的影响。研究人群包括拉各斯州有听力障碍的学习者。采用有目的、简单随机抽样的方法,选取24名学习者作为样本。研究设计采用准实验前测后测对照组。采用数学知识检查(mathematical Knowledge Check, MKC)进行数据收集,并采用均值、标准差、均值差和协方差分析(ANCOVA)对收集到的数据进行分析。假设在0.05显著性水平上进行检验。研究发现,将听力障碍学习者暴露于游戏化和体验式教学方法的结果是数学成绩的提高。此外,研究还观察到两种干预措施对男性和女性听力障碍学习者都有好处。建议在听力障碍学生的数学课堂中采用游戏化和体验式教学策略。关键词:数学成绩;从实践经验中学习;游戏化;有听力障碍的学习者
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