Abstract
In the past few years, numerous researches had been conducted on educational computer games. However, there is no clear evidence on whether educational computer game is applicable in Malaysian classroom. This research will explore on the effectiveness of educational computer games on students’ performance in English grammar, specifically in the mastery of homonym, synonym and antonym. A total of 13 students from an urban secondary school had participated in this study, divided into two groups: treatment and control group. The educational computer game was developed by the researcher based on several software developmental models. The effectiveness of the computer game was tested through a pre-test and post-test, while students' level of motivation was measured using a questionnaire adapted from Keller's ARCS model of motivational design. This research found that the use of educational computer game in the classroom did not significantly improve students' performance and motivation.
Metadata
Item Type: | Student Project |
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Creators: | Creators Email / ID Num. Abdul Halim, Muhammad Aiman UNSPECIFIED |
Subjects: | L Education > LB Theory and practice of education > Blended learning. Computer assisted instruction. Programmed instruction L Education > LB Theory and practice of education > Teaching (Principles and practice) > Audiovisual education. Audiovisual materials |
Divisions: | Universiti Teknologi MARA, Shah Alam > Faculty of Education |
Keywords: | Computer game; Students' grammar acquisition; Homonym, synonym and antonym |
Date: | 2014 |
URI: | https://ir.uitm.edu.my/id/eprint/15667 |
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