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Numerous possibilities are arising with the advancements in mobile-based technology today.
The advantages are being spanned to education and training, with the combination of digital
tools and classroom instruction. A distinctive feature of this technology and education blend
that seems to offer great worth is digital game based learning using hand held tablets.
The purpose of this study was to develop a game based application on a topic of Primary
School Mathematics and evaluate its effectiveness when compared with traditional classroom
instruction. The study utilized a quasi-experimental approach, where a treatment and control
group comprised of Kindergarten Math students was studied to determine differences in their
engagement and motivation levels, as well as their test scores.
An interactive tablet based game was developed on the topic of ‘Measurements’ using the
constructivist learning theory and deployed in a private school in Islamabad. The developed
game was used for collecting relevant data for identifying the effects of game based learning.
Before commencing the formal study, a pilot study was conducted for establishing usability
in relation to the application’s user interface as well as evaluation of the data collection
instruments.
The study examined the academic engagement levels of the students via recordings of their
behavioral observations according to their time on task and off-task, using the BOSS
application from Pearson. Second, the motivation levels of students were evaluated according
to four subscales of Attention, Relevance, Confidence and Satisfaction by administering a
motivation survey through interviews adapted from Keller (1987). Third, the knowledge
improvement levels of students were identified by conducting pre and post achievement tests.
Finally, students’ views and feedback on the game based application they had used were
elicited through focus group discussions.
Data collected was coded into SPSS software and statistical analysis was performed, with a
significance value of 0.5. As a result of Mann Whitney and T Tests, significant differences
were found in the Total Engaged Times, Total Motivation Scores and the Post-Test Scores
between the control and experimental groups.
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The findings showed that both classroom instruction and game based instruction helped
children for gaining a better understanding about the underlying concepts of the topic of
Measurements, that could be seen from the improvements in the Post-Test Scores compared
to the Pre-test Scores. However, the game based treatment group was more effective in
promotion of the student’s knowledge of Measurement concepts. In addition to this, the game
based environment helped in providing a better motivating and engaging environment, further
indicated by student responses through interviews.
The study has demonstrated that digital game based learning using tablets can be an effective,
age-appropriate instruction method for mathematics content for Kindergarten students as the
results of the research have indicated that students from the experimental group were seen to
be more engaged and motivated, resulting in an increase in their performance. |
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