PROJECT TOPIC- EFFECTS OF SIMULATION GAME ON STUDENTS’ ACHIEVEMENT IN COMPUTER EDUCATION

Abstract

This research was conducted to investigate the Effects of Simulation Game on Students’ Achievement in Computer Education. The purpose of this study was to find out the extent to which the mean achievement score of students taught computer with simulation game and those taught computer with modified lecture method. The researcher formulated two research questions and three hypotheses for the study. The related literature was reviewed. Pre-test, post-test and experimental group and the control group was used for the study. The sample and sampling techniques was simple sampling techniques. The researcher taught SSI students in Abakaliki urban of Ebonyi State. The instrument used for data collection was pre-test, and post-test and experimentation. The trail test method was used to test the reliability using twenty-five (25) from a secondary school in Abakaliki urban of Ebonyi State. The results were analyzed using mean and standard deviation for research question and null hypotheses were tested using analysis of covariance (ANCOVA). Data presentation and analysis gave these findings: there is no significant difference between the mean achievement of students taught computer with simulation game compared to those taught with lecture method. The researcher also discovered that there is slight significant difference between male and female students taught computer using simulation game. The researcher recommended that simulation game enhances teaching and learning by making students learn more effectively while lecture method tends to promote boredom among students. To this extent, the government should try as much as possible to make simulation game a key method of teaching in the secondary school. The researcher suggested that this study should be carried out at Enugu urban of Enugu State to find out if the study will be the same. Finally, concluded that students taught with simulation game performed very well while students taught with lecture method had a minimum qualification.

Chapter one

Introduction

Background to the Study

Computer is derived from the word “compute”, which mean to calculate. Mbam (2000) sees computer as a fast, accurate and manipulating device that accepts and stores input data, processes them and produces output under the influence of stored programme of instruction. Ezeliora (2004) described machine capable of embarking on repetitive procedures, produce desired output without human intervention when it is running.

The society today has progressed from the age of automation to that of micro electron, the apex of which is the computer. This means that we are in the computer age, a time when the same technology that aided and landed the astronauts on the moon, is now being used in all fields of human endeavour. Everyday, information is being released and a lot of benefits is being derived form computer as

computer literacy such as ability to source information, which is the greatest benefit. Computer has helped greatly the development of man by making the world a global village. For this reason there is the need to not only improve the teaching of computer in the Nigerian schools but also investigate how students’ achievement has been moderated by the different methods of teaching it.

Computer has central use of all ages as an indispensable reckoning machine that is capable of handling numerous amounts of data, process them and display the results. The scope of computer usage has continued to widen in education. Computer is used to teach and learn, store document like students’ bio-data, staff bio-data, expenditure record, etc. And can be retrieved when the need arises. In

business computer has helped to increase the productivity as the time it takes to accomplish certain tasks have greatly reduced. Accuracy has increased and the quality of goods and services also improves tremendously, to handle accounting, inventory, generate payroll and run word processing. In medicine it serves as biomedical control for monitoring experiment. In industries, computer is also

applied in controlling of power generation of petrochemical discoveries and developing theories. As such, it is required that students should be taught computer with method that are stimulating and practically based for easy manipulation. It is important therefore, to teach computer in secondary schools in order to inculcate in the student the understanding of the structures, internal and external

functioning development of the computer and the generation of data for immediate use. In school it has been stated that computer is used to teach and to learn, but the extent of achievement by students is still a subject of research to this researcher. It has been proved in other subject matters that computer knowledge has helped to acquire better achievement in such areas of mathematics,

chemistry, integrated science, etc. which implies that a better mode of instruction is needed for better achievement in computer education in our schools. Considering the degree of importance attached to computer education in our society today, many individual schools, governmental and non-governmental organisation have made efforts towards the

provision of facilities and enabling environment for better achievement in computer education. Such effort includes production of textbook, workbook, teachers’ guides, conducting researches that would facilitate computer teaching and learning. It is thus expected that learning achievement in computer science should be very encouraging. However, this has not been the case, the reason for such low

achievement include among others, use of inappropriate method to teach computer (Abimbade, 1995). The implication of this is that computer should be studied as activity oriented course for students to acquire meaningful, functional and relevant knowledge and as such computer should be practically studied.

The idea of practical is concerned with practice and action rather than theory. It means the actual doing of something. Practical is taught by actual experience not by studying books. The best method for teaching computer practically in our school might be by the use of simulation-games. D’ Augustine (1993) inferred that mastery of school subjects depends on the amount of practice form

the learner. Such practice according to Aremu (1998) and Callaham Dark (1997) could be provided through any interesting means of repeating the learning associated stimulus until the desired response is achieved. This researcher feels that the use of simulation-game as instructional method is one of such means of repeating the learning-associated stimulus. Pulos and Sueider (1994) and the Society

for the Advancement of Games on Simulation described games as an enjoyable and competitive social activity with goals and educational objectives. On the other hand, simulation are operations in which real situation is represented in another form (Cowie, 1986). In most situation, games are associated with simulation.

The use of game and simulation fascinates challenges to learner and add interest to activity and novelty to the lesson (Anukweze, 1992). These attributes augur well for computer science teaching and learning. Thus the use of game would likely help students to achieve mastery of computer science. More so, the use of game and simulation tend to promote the interest of children and adults,

respectively. This view supports the opinion of Pupus and Sneider (1994) that game and simulation bring about effectiveness in learning. It also corroborates the opinion of Graber (1974) and Butler (1998) who had emphasized the use of more systematic investigation of the cognitive effect of integrating game and simulation into instructional strategies.

Based on the above assertions, there is need to find out if the use of simulation-game to teach computer could affect the achievement of students positively. This informs the choice of the topic: Effects of Simulation Games on Students’ Achievement in Computer Education.

PROJECT TOPIC- EFFECTS OF SIMULATION GAME ON STUDENTS’ ACHIEVEMENT IN COMPUTER EDUCATION

Statement of Problem

The importance of computer to humanity cannot be over emphasized. Real understanding of this subject can improve the well-being of the society and individual immensely. The performance of students has been found to be poor despite provision of facilities and enabling environment. Method of teaching computer has been identified as being responsible for poor performance of students in

computer education. This has called for alternative approaches for enhancing students’ achievement in computer education. Hence this study tends to find out the effect of Simulation game on students’ achievement in computer education.

Purpose of the Study

The main purpose of the study is to determine the effects of Simulation game on students’ achievement in computer education. Secondly, the study sought to find out the effect of gender of students in achievement on computer education; thirdly, the interactive effect between gender and method.

Significance of the Study

The researcher believes that the finding of the study would be of immense value to many. The finding of this research will be useful to the students. Teaching and learning process would be fun after this research has been carried out, the aim of teaching would be achieved without the fun of simulation game interfering with the academic achievement of the students in computer education. Students

would be in better positions to assess their academic performance and know when, where and how more effort will be needed to achieve greater performance in computer. On the side of teachers, this research would aid them with immediate evaluation on every topic that will be taught with simulation. The researcher is going to create an atmosphere of students and

teachers participation in the teaching and learning process. It will also help the government to make good and relevant policies on simulation on students’ achievement in computer education. Computer scientists would create software, write programme and invent simulation  to aid the teachers and student in the teaching and learning of computer education. This will create a better atmosphere for creating amongst computer scientists.

Scope of the Study

This study was delimited to finding the effect of simulation-on students’ achievement on computer education. This study focuses on SS-I students of the sampled schools. The study equally considered possible effect of gender as a variable that might affect the achievement of the computer student.

Research Questions

The following research questions guided the study:

  • What is the mean achievement score of students taught computer with simulation game and those taught computer with modified lecture method (i.e. conventional method)?
  • What is the mean achievement score of male and female students taught computer using simulation game?

PROJECT TOPIC- EFFECTS OF SIMULATION GAME ON STUDENTS’ ACHIEVEMENT IN COMPUTER EDUCATION

Hypothesis

H0:    There is no significant difference in the mean achievement score of students taught computer using simulation game and those taught computer using modified lecture method.

H2:    There is no significant difference in the mean achievement score of male and female students taught computer using modified lecture method.

H3:    There is no significant interaction effect on achievement between methods and gender.

PROJECT TOPIC- EFFECTS OF SIMULATION GAME ON STUDENTS’ ACHIEVEMENT IN COMPUTER EDUCATION

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