The aim of this study was to examine the effect of video game based instructional strategy on students’ conceptual understanding and interest of senor secondary school physics, the research used a pre-test, post-test, control group quasi-experimental design, the population of the study comprises three hundred and eighty three (383) Physics students at public, co-educational senior high schools who are in SS 2 in Dutsin –Ma Educational quality assurance Zone. Two (2) co-educational schools were selected using simple random sampling technique the sample consists of one hundred and four (104) SS 2 students, 52 for experimental sample and 52 for control sample. Each of the two schools used a whole science class. Two instruments were used for the study which are: Physics conceptual understanding Test (PCT) and Physics Interest Scale (PIS) with the reliability and internal consistency of 0.781 and 0.784 respectively. The instruments were used to collect data for students’ conceptual understanding and interest respectively. Mean and standard deviation were used to answer the research questions, and a t-test independent sample was used to test the hypotheses at 0.05 level of significance. The outcome showed that the video game based instructional strategy is superior to the teacher-centered method in fostering conceptual understanding and interest among the students. On the basis of these, certain recommendations are suggested which include; teachers of senior secondary schools should expose Physics students to video game based instructional strategy, in order to promote their conceptual understanding of physics concepts, Science teachers should incorporate the use of virtual reality based instruction to complement their traditional chalk-talk method of instructional delivery to make students developed interest in the subjects.
Published in | Science Research (Volume 11, Issue 2) |
DOI | 10.11648/j.sr.20231102.11 |
Page(s) | 13-17 |
Creative Commons |
This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited. |
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Copyright © The Author(s), 2023. Published by Science Publishing Group |
Video Game, Conceptual Understanding, Interest and Physics
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APA Style
Salihu Ahmed, Ango Aminu, Abdulhadi Gaddafi Baraya. (2023). Impact of Video Game Based Instructional Strategy on Students’ Interest and Conceptual Understanding of Senor Secondary School Physics. Science Research, 11(2), 13-17. https://doi.org/10.11648/j.sr.20231102.11
ACS Style
Salihu Ahmed; Ango Aminu; Abdulhadi Gaddafi Baraya. Impact of Video Game Based Instructional Strategy on Students’ Interest and Conceptual Understanding of Senor Secondary School Physics. Sci. Res. 2023, 11(2), 13-17. doi: 10.11648/j.sr.20231102.11
AMA Style
Salihu Ahmed, Ango Aminu, Abdulhadi Gaddafi Baraya. Impact of Video Game Based Instructional Strategy on Students’ Interest and Conceptual Understanding of Senor Secondary School Physics. Sci Res. 2023;11(2):13-17. doi: 10.11648/j.sr.20231102.11
@article{10.11648/j.sr.20231102.11, author = {Salihu Ahmed and Ango Aminu and Abdulhadi Gaddafi Baraya}, title = {Impact of Video Game Based Instructional Strategy on Students’ Interest and Conceptual Understanding of Senor Secondary School Physics}, journal = {Science Research}, volume = {11}, number = {2}, pages = {13-17}, doi = {10.11648/j.sr.20231102.11}, url = {https://doi.org/10.11648/j.sr.20231102.11}, eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.sr.20231102.11}, abstract = {The aim of this study was to examine the effect of video game based instructional strategy on students’ conceptual understanding and interest of senor secondary school physics, the research used a pre-test, post-test, control group quasi-experimental design, the population of the study comprises three hundred and eighty three (383) Physics students at public, co-educational senior high schools who are in SS 2 in Dutsin –Ma Educational quality assurance Zone. Two (2) co-educational schools were selected using simple random sampling technique the sample consists of one hundred and four (104) SS 2 students, 52 for experimental sample and 52 for control sample. Each of the two schools used a whole science class. Two instruments were used for the study which are: Physics conceptual understanding Test (PCT) and Physics Interest Scale (PIS) with the reliability and internal consistency of 0.781 and 0.784 respectively. The instruments were used to collect data for students’ conceptual understanding and interest respectively. Mean and standard deviation were used to answer the research questions, and a t-test independent sample was used to test the hypotheses at 0.05 level of significance. The outcome showed that the video game based instructional strategy is superior to the teacher-centered method in fostering conceptual understanding and interest among the students. On the basis of these, certain recommendations are suggested which include; teachers of senior secondary schools should expose Physics students to video game based instructional strategy, in order to promote their conceptual understanding of physics concepts, Science teachers should incorporate the use of virtual reality based instruction to complement their traditional chalk-talk method of instructional delivery to make students developed interest in the subjects.}, year = {2023} }
TY - JOUR T1 - Impact of Video Game Based Instructional Strategy on Students’ Interest and Conceptual Understanding of Senor Secondary School Physics AU - Salihu Ahmed AU - Ango Aminu AU - Abdulhadi Gaddafi Baraya Y1 - 2023/05/24 PY - 2023 N1 - https://doi.org/10.11648/j.sr.20231102.11 DO - 10.11648/j.sr.20231102.11 T2 - Science Research JF - Science Research JO - Science Research SP - 13 EP - 17 PB - Science Publishing Group SN - 2329-0927 UR - https://doi.org/10.11648/j.sr.20231102.11 AB - The aim of this study was to examine the effect of video game based instructional strategy on students’ conceptual understanding and interest of senor secondary school physics, the research used a pre-test, post-test, control group quasi-experimental design, the population of the study comprises three hundred and eighty three (383) Physics students at public, co-educational senior high schools who are in SS 2 in Dutsin –Ma Educational quality assurance Zone. Two (2) co-educational schools were selected using simple random sampling technique the sample consists of one hundred and four (104) SS 2 students, 52 for experimental sample and 52 for control sample. Each of the two schools used a whole science class. Two instruments were used for the study which are: Physics conceptual understanding Test (PCT) and Physics Interest Scale (PIS) with the reliability and internal consistency of 0.781 and 0.784 respectively. The instruments were used to collect data for students’ conceptual understanding and interest respectively. Mean and standard deviation were used to answer the research questions, and a t-test independent sample was used to test the hypotheses at 0.05 level of significance. The outcome showed that the video game based instructional strategy is superior to the teacher-centered method in fostering conceptual understanding and interest among the students. On the basis of these, certain recommendations are suggested which include; teachers of senior secondary schools should expose Physics students to video game based instructional strategy, in order to promote their conceptual understanding of physics concepts, Science teachers should incorporate the use of virtual reality based instruction to complement their traditional chalk-talk method of instructional delivery to make students developed interest in the subjects. VL - 11 IS - 2 ER -