Tracing the Trajectory in Acquisition of Graphic Skill to Students Through Creative Sorting Game

Michael Olubunmi Odewumi(1,Mail) | CountryCountry:


(1) University of Ilorin, Nigeria, Indonesia

MailCorresponding Author

Metrics Analysis (Dimensions & PlumX)

Indexing:
Similarity:
-

© 2019 Michael Olubunmi Odewumi

Educators have been striving to bring to reality learning through playing and fun. It
is real obvious that the use of game has brought positive changes to instruction. Therefore, this study investigates the acquisition of graphic skill through creative sorting game among the junior secondary schools. The study employed experimental of pre and post test from quasi, samplings consisted of 69 students of which are 34 male and 35 female students, based on simple random sampling. Two hypotheses were raised and tested with ANOVA and t-test statistical analysis. Findings revealed that creative sorting game was positive in the context of teaching creative arts and it was recommended that the use of creative sorting game should be encouraged in learning among the junior secondary schools in Nigeria.

Keywords: creative sorting game, graphical skills, junior high school, quasi experimental design

 

DOI: http://dx.doi.org/10.23960/jpmipa/v20i2.pp30-38

Barab, S. A., Arici, A. & Jackson, C. (2005). “Eat your vegetables and do your homework: A design based investigation of enjoyment and meaning in learning”. Educational Technology, 45(1),15-20.

Bassey, S. W., Joshua, M. T. & Asim, A. E. (2008). “Gender differences and mathematics achievement of rural senior secondary students in Cross River State, Nigeria .Proceedings of International Conference to Review Research in Science, Technology and Mathematics.

Boyle, S. (2011). Teaching Toolkit: An Introduction to Games based learning. UCD

Dublin, Ireland: UCD Teaching and Learning/Resources. Retrieved from https://www.ucd.ie/t4cms/UCDTLT0044.pdf.pdf

Bunch, J. C., Shane Robinson, J. S., Edwards, M. C., & Antonenko, P. D. (2014). How a Serious Digital Game Affected Students’ Animal Science and Mathematical Competence in Agricultural Education. Journal of Agricultural Education, 55(3), 57-71.

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2015). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research. doi: 10.3102/0034654315582065

Cole, M., J. Gay, J. A. Glick and D. W. Sharp, (1971). The cultural context of learning, Methuen, London.

Conner, M. (2011). Introduction to Andragogy + Pedagogy. Marcia Conner. Retrieved 6 January 2017, from http://agelesslearner.com/intros/andragogy.html

Crane, J. G. & Angrosino M. V. (1974). Field projects in anthropology, General Learning Press.

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2015). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research. doi: 10.3102/0034654315582065.

̉Gozcu, E. & Caganaga, C. K. (2016). The importance of using games in EFL classrooms Cypriot. Journal of Educational Science, 11(3),126-135.

Houghton, E., Aston, H., Featherstone, G., Perrotta, C., Houghton, E., & Aston, H. et al. (2013). Game-based learning: Latest evidence and future directions. Slough: NFER.: (NFER Research Programme: Innovation in Education). Retrieved from https://www.nfer.ac.uk/publications/GAME01

Ikponmwosa, O. O. (2013). Entrepreneurship in Fine and Applied Art Education towards. Achieving Sustainable Job Creation in Nigeria: Strategies for its Teaching International Journal of African and Asian Studies - An Open Access International Journal, 2(2013),57-61.

Kinzie, M. & Joseph, D. (2008). “Gender differences in game activity preferences of middle school children: Implications for educational game design”. Educational Technology Research and Development, 56 (5/6), 643-663.

Kuratko, D. F., & Hodgetts, R. M. (2007). Entrepreneurship: Theory, Process, Practice (7th ed.). Mason, OH: Thomson/South Western Publishing

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C. & Vitak, J. (2008). Teens, video games, and civics. Pew Research Center. http://www.pewinternet.org/2008/09/16/teens- video-games-and-civics/

Lindzey, G. and J. S. Thorpe,(1968). 'Projective techniques', in D. L. Sills (ed), International Encyclopaedia of the Social Sciences, 14, 561-568.

Mayer, R. E. (2014). Computer games for learning: An evidence-based approach. Cambridge, MA: MIT Press.

McDaniel, M. A., Fadler, C. L., & Pashler, H. (2013). Effects of spaced versus massed training in function learning. Journal of Experimental Psychology, 39, 1417–1432.

McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2017). A computer-based game that promotes mathematics learning more than a conventional approach. International Journal of Game-Based Learning (IJGBL), 7(1), 36-56.

Michel, H. (2016). Characterizing serious games implementation's strategies: Is higher education the new playground of serious games? Institute of Electrical and Electronics Engineers (IEEE).

Nasab, M. Z. Esmaeili, R. & Sarem, H. N. (2015). The use of teaching aids and their positive impact on student learning elementary school”. International Academic Journal of Social Sciences, 2(11), 22-27.

Oblinger, D. (2006). Simulations, games, and learning. Retrieved from http://net.educause.edu/ir/library/pdf/ELI3004.pdf

Odewumi, M. O., Omoyajowo, B. S., Onojah, A. O. & Ajala, I. A (2018). Effectiveness of Charcoal Drawing Packages on Academic Achievement of Fine and Applied Arts Students of Nigeria University. International Journal for Cross-Disciplinary Subjects in Education (IJCDSE), 9(3),3858-3865.

Odewumi, M. O. & Yusuf, M. O. (2018). Flipped classroom in the context of junior secondary school creative tie and dye in Abeokuta metropolis, Nigeria. Bulgarian Journal of Science and Education Policy, 12(1),31-47.

Odewumi, M. O., Falade, A. A., & Adeniran, A. A. (2018). Learning creative arts via instructional television in junior secondary school in Ibadan, Nigeria. The Journal of Elementary Education, 11(4), 357-372.

Odewumi, O., Okeke, F., Abdulhammed, A., Uzoma, C., Okuche, D. (2015). Cultural and Creative Arts for Basic Schools. Osogbo. Nigeria. Paulmac Publishers,

Okunade, M, A., Abokede, O. O., Akintonde, M. A. & Eyinade A. S. (2017). Nigeria

Depressed Economy And The Visual Arts Panacea. IMPACT: International Journal of Research in Humanities, Arts and Literature 5(10),89-96.

Onuorah, N. A. (2017). Views expressed in this publication are those of the contributors. Copyright is owned by National Gallery of Art Lafia. Nigerian Journal of Art and Tourism, 1(1),79-85

Petkov, M., & Rogers, G. (2011). Using Gaming to Motivate Today’s TechnologyDependent Students. Virginia Tech Libraries, 48(17), 9.

Prince, U. I. (2014). An M.ed project report presented to the department of science education, University of Nigeria, nsukka, in partial fulfilment of the requirement for the award of masters degree of in measurement and evaluation.

Roblyer, M., & Doering, A. (2013). Integrating educational technology into teaching(6th ed.)

Salman, M. F. (2017). “Language And Problem Solving: The Mathematics Education Link” The One Hundred And Sixty-Eighth (168th) Inaugural Lecture. University of Ilorin.

Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64, 489–528.

Spiegel, C. N., Alves, G., Cardona, T. S., Melim, L. (2008). Discovering the cell: An educational game about cell and molecular biology. Journal of BiologicalEducation, 2008(1),27-36

Turner, S. (1978). Sesotho farming: the condition and prospects of agriculture in the lowlands and foothills of Lesotho, Ph.D. thesis, University of London.

Usman, A. Odewumi, O. Obotuke, E. Apolola, O & Ogunyinka, C.O. (2014). Cultural and creative arts book one for junior secondary schools. Iba dan: Spectrum Books

Van Ments, M. (1999). The effective use of role-play (2nd ed.).London: Kogan.

Victor Samuel Zirawaga, V. S., Olusanya, A. I. & Maduku, T. (2017). Gaming in Education: Using Games as a Support Tool to Teach History. Journal of Education and Practice, 8(15),55-64.

Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A metaanalysis. Journal of Educational Computing Research, 34(3),229-243

Zirawaga, V. S., Olusanya, A. I. & Maduku, T. (2017). Gaming in Education: Using Games as a Support Tool to Teach History. Journal of Education and Practice 8(15),54–64.

No supplementary information available.

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.