Using Procedural And Conceptual Colour Stimulation-Game As an Instructional Gizmo For Nigerian Students

Odewumi Michael Olubunmi
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Abstract

This research study focused on investigating on the effect of colour stimulation-game on Nigerian Junior secondary school creative arts by adopting quasi-experimental research design with 60  junior secondary schools of  three  co-educational, from Private, Public and Federal Secondary Schools using simple random sampling technique to randomly select The three secondary schools assigned to both experimental and control groups. With the aid of two instruments which were The Colour Stimulation-game and Colour Stimulation-Game Achievement Test (CSGAT), the data was collected.  Frequency counts and percentage distribution, mean,  standard deviation, independent t-test, ANOVA and ANCOVA were used to analyse the data demographic information, the research question and the hypothesis generated respectively. The researcher found out that the students taught with Stimulus perform better after treatment than the student taught with conventional teaching method, students taught with Colour Stimulus game performed better when exposed to treatment than their  students taught with conventional teaching method and female students taught with Colour Stimulus game performed better than their male students.  It was recommended that that creative arts instructors should utilizes, colour stimuli game and reducing conventional method do as to impact the appropriates knowledge for studentsKeywords:  Colour Stimulation-Game, Colour, Game and instruction, Game, Significant in games
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程序性和概念性色彩刺激游戏在尼日利亚学生教学中的应用
本研究采用准实验研究设计,以尼日利亚私立、公立和联邦中学三所男女合校的60所初中为研究对象,采用简单随机抽样的方法,随机选择三所中学作为实验组和对照组,探讨色彩刺激游戏对尼日利亚初中创意艺术的影响。采用颜色刺激游戏和颜色刺激游戏成就测验(CSGAT)进行数据采集。采用频率计数和百分比分布、均值、标准差、独立t检验、方差分析和方差分析分别对数据人口统计信息、研究问题和产生的假设进行分析。研究者发现,刺激教学的学生在治疗后的表现优于传统教学的学生,颜色刺激游戏教学的学生在治疗后的表现优于传统教学的学生,颜色刺激游戏教学的女学生的表现优于男学生。建议创意艺术教师应利用色彩刺激游戏和减少传统方法来影响学生适当的知识。关键词:色彩刺激-游戏,色彩,游戏与教学,游戏,游戏中的意义
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