Please use this identifier to cite or link to this item: http://repository.futminna.edu.ng:8080/jspui/handle/123456789/7252
Title: Effects of Gamification Online Learning Platform on Students’ Motivation and Achievement in Educational Technology among Universities in Nigeria
Authors: Thaddeus, H.
Alabi, T. O.
Falode, O. C.
Aniah, A.
Keywords: Gamification
Motivation
Achievement
Online learning
University education
Issue Date: Mar-2020
Publisher: Journal of Science, Technology, Mathematics and Education (JOSTMED)
Citation: Thaddeus, H.; Alabi, T. O.; Falode, O. C. & Aniah, A. (2020). Effects of Gamification Online Learning Platform on Students’ Motivation and Achievement in Educational Technology among Universities in Nigeria. Journal of Science, Technology, Mathematics and Education (JOSTMED). 16(1) 143- 152
Series/Report no.: 16/1;143- 152
Abstract: This study investigated the effects of gamification online learning platform on students’ motivation and achievement in educational technology among universities in Nigeria. Guided by three research questions and two null hypotheses, a sample of 150 (65 males and 85 females) year two students was used. Quasi-experimental research design was used. Educational Technology Achievement Test (ETAT) and a motivation questionnaire were used for data collection. Data collected was analysed using decision mean and standard deviation for the research questions while ANOVA was used to test the two null hypotheses that were formulated. The findings of the study indicated that those taught with gamification learning platform had higher mean achievement scores in ETAT than those students in the control group and also there was no significant difference in the mean achievement scores of male and female students taught Educational Technology using gamification learning platform. The result also showed that majority of the students indicated high level of motivation towards the use of gamification learning platform Based on the findings of the study, it was recommended that Universities and other tertiary institutions should implement the use of gamification learning platform in teaching and learning process for the purpose of enhancing learning outcome
URI: http://repository.futminna.edu.ng:8080/jspui/handle/123456789/7252
ISSN: 0748-4710
Appears in Collections:Educational Technology



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