网络游戏对九年级学生学习成绩的影响

NORA C. CAÑARES
{"title":"网络游戏对九年级学生学习成绩的影响","authors":"NORA C. CAÑARES","doi":"10.56648/aide-irj.v6i1.97","DOIUrl":null,"url":null,"abstract":"Online gaming has the potential and may be utilized effectively to enhance teaching and learning, engage students, encourage, and reinforce their learning, have an impact on students’ academic achievement, and support proficiency learning. This study used the quasi-experimental two-group pretest-posttest design to determine the effects of online games on the student’s academic performance. This research summarized the results from the experiment done to determine how online games affect students’ academic performance in Science 9. This research was conducted on the Grade 9 students at Pasian National High School, Pasian, Monkayo, Davao de Oro. T-test results revealed a significant difference between the experimental group, which received instruction through online games and obtained a mean score of 23, and the control group, which received a mean score of 13. The control group, which received the same Science 9 lessons but was spared the use of online games, scored poorly. The researcher proposed to the government to fund educational online games for secondary schools and encourage science teachers to change the talk-and-chalk teaching style in favor of using more advanced tools and experimenting with new methods of science learning.","PeriodicalId":486775,"journal":{"name":"AIDE Interdisciplinary Research Journal","volume":"53 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Effects of Online Games on the Academic Performance of Pasian National High School Grade 9 Students\",\"authors\":\"NORA C. CAÑARES\",\"doi\":\"10.56648/aide-irj.v6i1.97\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Online gaming has the potential and may be utilized effectively to enhance teaching and learning, engage students, encourage, and reinforce their learning, have an impact on students’ academic achievement, and support proficiency learning. This study used the quasi-experimental two-group pretest-posttest design to determine the effects of online games on the student’s academic performance. This research summarized the results from the experiment done to determine how online games affect students’ academic performance in Science 9. This research was conducted on the Grade 9 students at Pasian National High School, Pasian, Monkayo, Davao de Oro. T-test results revealed a significant difference between the experimental group, which received instruction through online games and obtained a mean score of 23, and the control group, which received a mean score of 13. The control group, which received the same Science 9 lessons but was spared the use of online games, scored poorly. The researcher proposed to the government to fund educational online games for secondary schools and encourage science teachers to change the talk-and-chalk teaching style in favor of using more advanced tools and experimenting with new methods of science learning.\",\"PeriodicalId\":486775,\"journal\":{\"name\":\"AIDE Interdisciplinary Research Journal\",\"volume\":\"53 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-10-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"AIDE Interdisciplinary Research Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.56648/aide-irj.v6i1.97\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"AIDE Interdisciplinary Research Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.56648/aide-irj.v6i1.97","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

网络游戏具有潜力,可以有效地促进教与学,吸引学生,鼓励和加强他们的学习,对学生的学业成绩产生影响,并支持熟练学习。本研究采用准实验的两组前测后测设计来确定网络游戏对学生学业成绩的影响。本研究总结了一项实验的结果,该实验旨在确定网络游戏如何影响学生在科学9中的学习成绩。本研究以达沃德奥罗市蒙卡约市帕西亚国立高中九年级学生为研究对象。t检验结果显示,实验组通过网络游戏进行教学,平均得分为23分,对照组平均得分为13分。对照组接受了同样的科学课程,但没有玩网络游戏,他们的得分很低。研究人员向政府建议为中学提供教育网络游戏,并鼓励科学教师改变口头和粉笔的教学方式,转而使用更先进的工具,并尝试新的科学学习方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
The Effects of Online Games on the Academic Performance of Pasian National High School Grade 9 Students
Online gaming has the potential and may be utilized effectively to enhance teaching and learning, engage students, encourage, and reinforce their learning, have an impact on students’ academic achievement, and support proficiency learning. This study used the quasi-experimental two-group pretest-posttest design to determine the effects of online games on the student’s academic performance. This research summarized the results from the experiment done to determine how online games affect students’ academic performance in Science 9. This research was conducted on the Grade 9 students at Pasian National High School, Pasian, Monkayo, Davao de Oro. T-test results revealed a significant difference between the experimental group, which received instruction through online games and obtained a mean score of 23, and the control group, which received a mean score of 13. The control group, which received the same Science 9 lessons but was spared the use of online games, scored poorly. The researcher proposed to the government to fund educational online games for secondary schools and encourage science teachers to change the talk-and-chalk teaching style in favor of using more advanced tools and experimenting with new methods of science learning.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
The Effects of Online Games on the Academic Performance of Pasian National High School Grade 9 Students Transformational Leadership Practices of Early Learning Center Administrators in the District of Columbia: Basis for Leadership Program Extent of Readiness and Challenges of Teachers of the Fast Learners in the Implementation of Education 4.0 Teachers’ Readiness and Teaching Performance in Inclusive Education: Their Relationship to the Implementation of Inclusive Education Program Psychological Well-Being and Resilience Quotient and its Relationship to Teaching Effectiveness: Basis for Intervention Plan
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1