International Journal of Innovative Research in Engineering & Multidisciplinary Physical Sciences
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Computer Game-based Pedagogy: An Experimental Investigation

Authors: Clement Yeboah, Thomas Lipscomb

DOI: https://doi.org/10.37082/IJIRMPS.v12.i3.230649

Short DOI: https://doi.org/gtvndc

Country: United States

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Abstract: A pre-test-post-test within subjects, experimental design was employed to examine the effects of a computerized basic statistics learning game on achievement and statistics-related anxiety of students enrolled in introductory graduate statistics course. Participants (N = 12) were graduate students in a variety of programs at state-funded research university in the Southeast United States. We analyzed pre-test-post-test differences using paired samples t-tests for achievement and for statistics anxiety. The results of the t-test for knowledge in statistics were found to be statistically significant indicating significant mean gains for statistical knowledge as a function of the game-based intervention. Likewise, the results of the t-test for statistics-related anxiety were also statistically significant indicating a decrease in anxiety from pre-test to post-test. The implications of the present study are significant for both teachers and students. For teachers, using computer games developed by the researchers can help to create a more dynamic and engaging classroom environment, as well as improve student learning outcomes. For students, playing these educational games can help to develop important skills such as problem solving, critical thinking, and collaboration. Students can develop interest in the subject matter and spend quality time to learn the course as they play the game without knowing that they are even learning the presupposed hard course. The future directions of the present study are promising, as technology continues to advance and become more widely available. Some potential future developments include the integration of virtual and augmented reality into educational games, the use of machine learning and artificial intelligence to create personalized learning experiences, and the development of new and innovative game-based assessment tools.

Keywords: Computer Game-based Learning, Statistics Achievement, Statistics Anxiety


Paper Id: 230649

Published On: 2024-05-16

Published In: Volume 12, Issue 3, May-June 2024

Cite This: Computer Game-based Pedagogy: An Experimental Investigation - Clement Yeboah, Thomas Lipscomb - IJIRMPS Volume 12, Issue 3, May-June 2024. DOI 10.37082/IJIRMPS.v12.i3.230649

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