Efficacy of innovative instructional strategies: effect of learning games strategy on students' learning outcome in social studies classroom

Sunday Obro
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引用次数: 1

Abstract

In this study, it was examined whether the innovative instructional strategy of learning games would significantly increase students' learning outcome in the experimental groups and control groups. The study is a quasi-experimental research, which examined the effect of learning games instructional strategy on students' learning outcomes in eight upper basic classroom settings. The study sample comprised of 192 students randomly assigned to the intervention and control groups. The instrument employed for the study was a learning outcome test instrument which comprised of 50 multiple-choice questions. Hypotheses were tested using ANCOVA. After experimentation, the results showed that students instructed using learning games had improved learning outcomes in comparison to those instructed with the lecture strategy (control group). There is no statistically significant influence of gender on students' learning outcomes. This study provides empirical evidence of the efficacy of using learning games instructional strategy in boosting students' learning outcomes.
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创新教学策略的效能:学习游戏策略对社会学科课堂学生学习成果的影响
本研究考察了学习游戏的创新教学策略是否会显著提高实验组和对照组学生的学习成果。本研究是一项准实验研究,考察了学习游戏教学策略对八种高年级基础课堂学生学习成果的影响。研究样本由192名学生组成,随机分配到干预组和对照组。本研究使用的工具是一个由50个选择题组成的学习成果测试工具。采用ANCOVA对假设进行检验。实验结果表明,使用学习游戏指导的学生比使用课堂策略指导的学生(对照组)有更好的学习成果。性别对学生学习成果的影响无统计学意义。本研究提供了学习游戏教学策略在促进学生学习成果方面的有效性的实证证据。
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来源期刊
CiteScore
1.40
自引率
0.00%
发文量
41
期刊介绍: IJLC seeks to improve the understanding and approach to learning by addressing both theoretical and practical issues that have a high relevance to reforming and revitalising organisational capability, knowledge and intellectual assets. Learning is essential to individuals and organisations, whilst change is inevitable and needs to be managed wherever possible. IJLC is dedicated to the advancement of knowledge of management of learning and change, especially the process and method of learning and change in science-based and technology-driven developments and applications. Topics covered include: -Individual/organisational learning processes -Experiences/knowledge management, absorption processes -Technological/social change processes -Knowledge/learning connections -Situated/problem-based/electronic/multimedia learning/action -Communication, relationships, networking, collaborations -Increasing organisational productivity, managing sustainable change -Knowledge creation/diffusion, transfer processes -Community of learning and practices -Individual/organisational/capability learning -Science/technology learning/education -Narratives/metaphor/storytelling in organisational learning -Organisational structures, governance, political factors, policies -Ethical issues of (management of) change -Nature/quality of learning/change/knowledge, qualitative research methods
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