Please use this identifier to cite or link to this item: http://repository.futminna.edu.ng:8080/jspui/handle/123456789/14528
Title: EFFECTS OF GAMIFICATION AND ILIAS ONLINE LEARNING PLATFORMS ON LEARNING OUTCOMES IN EDUCATIONAL TECHNOLOGY AMONG UNIVERSITY STUDENTS IN NIGERIA
Authors: THADDEUS, Hellen
Issue Date: 15-Aug-2021
Abstract: This study investigated the effects of gamification and ILIAS online learning platforms on learning outcomes in educational technology among university students in Nigeria. The study examined the impact of achievement, retention and motivation of students taught using gamification, ILIAS and conventional lecture method. A Quasi Experimental Pre-test, Post-test, Non-equivalent Control Group Design was adopted for the study. The sample for the study consisted of second year educational technology university students drawn from three Universities from three geo-political zones in Nigeria. A random sampling technique was adopted to select three universities offering educational technology. They were purposively assigned for the study as experimental group I, experimental group II and control group respectively. Ten research questions were raised and six hypothesis were formulated and tested at 0.05 level of significance. Three research instruments (Test instrument, treatment instruments and motivation inventory questionnaire) were developed, duly validated and reliability was established (0.93, 0.90 and 0.91 respectively) before using the instruments for data collection. Data collected were analysed using decision mean and standard deviation while Analysis of variance (ANOVA) was used to test the hypotheses. The results indicated that students exposed to gamification and ILIAS learning platforms performed better than those students in the control group and also there was significant difference in the mean achievement scores of male and female students taught Educational Technology using gamification learning platform. HO1: (F = 460.109, P-value = .000) HO2: (358.160, .000) HO3: (4.551, 0.035) HO4: (0.428, 0.514) HO5: (4.913, 0.028) HO6: (.188, .665). The result also showed that majority of the students indicated high level of motivation towards the use of gamification and ILIAS learning platforms. Based on the findings of the study, it was recommended that Universities and other tertiary institutions should implement the use of gamification and ILIAS learning platforms in teaching and learning process for the purpose of enhancing learning outcome.
URI: http://repository.futminna.edu.ng:8080/jspui/handle/123456789/14528
Appears in Collections:PhD theses and dissertations

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