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Gamification and Virtual Reality as Tools for Enhancing Students’ Engagement and Learning Outcomes among Post-Basic School Students in Katsina State

Domain:

education

Record type:

paper
Creator:
SagAbd
Publisher:
Uma
Host:
This study investigated the effectiveness of gamification and virtual reality (VR) as instructional tools for enhancing student engagement and academic performance among post-basic school students in Katsina State, Nigeria. A quasi-experimental design involving pre-test and post-test with non-equivalent control groups was employed. A total of 240 Senior Secondary School II students from six public schools were used as sample for the study. Data were collected using a validated Student Engagement Scale and a subject-based Learning Outcomes Test. Instruction lasted six weeks, after which post-tests were administered. Descriptive and inferential statistics, including ANCOVA and independent samples t-tests, were used to analyze the data. Findings revealed that students taught with gamification exhibited significantly higher engagement levels (M = 84.56, SD = 6.45) compared to the control group (M = 70.48, SD = 8.23), t(158) = 11.52, p < .001. Similarly, the VR group showed significantly better academic performance (M = 74.80) than the control group (M = 65.70), t(158) = 9.10, p < .001. ANCOVA results confirmed that both interventions had significant effects on post-test scores, F(2, 236) = 18.89, p < .001, η² = .137.The study concludes that gamification and virtual reality are effective strategies for improving student engagement and learning outcomes in post-basic schools. It recommends the integration of these tools into the instructional practices of public secondary schools in Katsina State to modernize education and enhance learning experiences.

Visit

doi.org

Languages

Hausa

Licenses

https://creativecommons.org/licenses/by-nc/4.0

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