Effect of Activity-Based Games on Students' Academic Achievement in Social Sciences

IF 0.8 Q3 SOCIAL SCIENCES, INTERDISCIPLINARY
Nazma Bibi
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引用次数: 2

Abstract

The purpose of the research was to investigatethe effect of activity-based games on the academic achievement of graduate-level pupils in social sciences.An experimental research design with a pre-and post-test control group was used in this study. As pre-test and post-test, MCQ achievement tests containing 70 items were used as research methods for data collecting. The initial stage in this initiative was to collect data on what inspires children to learn. Both groups took a pre-test, and the results were tallied.The project's second phase was to study the effects of variousactivities on academic achievement. Both groups were given an MCQ performance test. The T-test was used to analyze the data. The findings of this study demonstrated that, compared to the control group, mostpupils'marks improved in the experimental group. The mean value showedthat experimental group participants scored 18.77on the post-test, while control group students scored 16.21. According to a post-lesson poll, most students regarded activity-based games to be more engaging than lecture-based instruction.
活动性游戏对学生社会科学学业成绩的影响
本研究的目的是调查基于活动的游戏对社会科学研究生学习成绩的影响。本研究采用了试验前和试验后对照组的实验研究设计。作为前测和后测,采用包含70个项目的MCQ成绩测试作为数据收集的研究方法。这项倡议的最初阶段是收集关于激励儿童学习的数据。两组都进行了预测试,并对结果进行了统计。该项目的第二阶段是研究各种活动对学业成绩的影响。两组均接受了MCQ性能测试。采用T检验对数据进行分析。这项研究的结果表明,与对照组相比,实验组的大多数猪的标记都有所改善。平均值显示,实验组参与者在后测中的得分为18.77,而对照组学生的得分为16.21。根据课后民意调查,大多数学生认为以活动为基础的游戏比以讲座为基础的教学更有吸引力。
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来源期刊
FWU Journal of Social Sciences
FWU Journal of Social Sciences SOCIAL SCIENCES, INTERDISCIPLINARY-
CiteScore
1.50
自引率
57.10%
发文量
30
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