TEACHERS’ GAMIFICATION OF CLASSROOM INSTRUCTIONS FOR SECONDARY EDUCATION GOALS ATTAINMENT IN RIVERS STATE, NIGERIA

Authors

  • Eliphaletphebe Chinyere Amaewhule Dr., Department of Educational Management, Faculty of Education, University of Port Harcourt, Rivers State, Nigeria
  • Oluwatoyin Gladys Obikoya Dr., Department of Educational Psychology, Guidance and Counselling, Faculty of Education, University of Port Harcourt, Rivers State, Nigeria
  • Donatus Odinakachi Okeowhor PhD in view, Department of Educational Management, Faculty of Education, University of Port Harcourt, Rivers State, Nigeria

DOI:

https://doi.org/10.46827/ejes.v7i11.3494

Keywords:

gamification, classroom instruction, secondary education, goals attainment, Rivers State

Abstract

The study investigated teachers’ gamification of classroom instructions for secondary education goals attainment in Rivers State. There were five research questions answered in the study. The design adopted for the study was descriptive survey. The population of the study comprised 6,956 teachers which was 3,536 males and 3,420 females while the sample of the study was 717 teachers comprising 359 males and 358 females and they were selected using simple random sampling technique. The instrument used for collection of data was a 25 items questionnaire. The instrument was validated by two experts in Measurement and Evaluation from the Department of Educational Psychology, Guidance and Counselling, University of Port Harcourt. The reliability of the instrument was 0.91 using Cronbach Alpha statistics. Out of the 717 copies of questionnaire administered, 698 copies which was 93.4% were retrieved comprising 345 male and 353 female. Mean and standard deviation were used to answer the research questions. The result of the study indicated that teachers had the right perception on gamification, utilized computer games for teaching but do not adhere to relevant approaches, design principles and this was as a result of challenges which included lack of expertise in the use of these games. It was recommended that teachers should be trained in the areas of gamification for the goals of secondary education to be achieved in Rivers State.

Article visualizations:

Hit counter

Author Biographies

  • Eliphaletphebe Chinyere Amaewhule, Dr., Department of Educational Management, Faculty of Education, University of Port Harcourt, Rivers State, Nigeria
    Dr. Chinyere Eliphaletphebe Amaewhule is a member of the Nigerian Association of Educational Administration and Planning (NAEAP) and Teachers Registration Council of Nigeria (TRCN). She is an educationist with research interest in gamifying teaching and learning. She has published several articles in renowned journals and her hobby is reading, listening to music and tourism.
  • Oluwatoyin Gladys Obikoya, Dr., Department of Educational Psychology, Guidance and Counselling, Faculty of Education, University of Port Harcourt, Rivers State, Nigeria
    Dr. (Mrs.) Obikoya Oluwatoyin Gladys is an Educationists and a practicing Counselling Psychologist. She has several publications in both local and foreign journals. She is the Proprietress of Wisdom Gate Int’l School, Port Harcourt, Rivers State. She is a member of the Counselling Association of Nigeria, Association of Professional Counsellors as well as Teachers Registration Council of Nigeria. Her areas of Interest are: reading, writing, public presentations and motivational speaking
  • Donatus Odinakachi Okeowhor, PhD in view, Department of Educational Management, Faculty of Education, University of Port Harcourt, Rivers State, Nigeria
    Fr. Donatus Odinakachi Okeowhor is a doctoral student of the Department of Educational Management, University of Port Harcourt. He has several years of experience in teaching and also heads different religious and social groups in Nigeria. His area of research interest is educational administration and leadership. He is a lyricist, poet and a researcher on Global Health (with the University of Washington, where he has done various professional courses). He has several journal publications to his credit.

References

Alabbasi, D. (2018). Exploring teachers’ perspectives towards using gamification techniques in online learning: The Turkish Online Journal of Educational Technology, 17(2), 34-45.

Antonaci, A., Klemke, R. & Specht, M. (2019). The effects of gamification in online learning environments: A systematic literature review. Informatics, 6, 32, 1-22.

Appiah, D. B. (2015). Gamification in education: Improving elementary mathematics through engagement in hybrid learning in the classroom. Retrieved from http://ir.knust.edu.gh/bitstream/123456789/9421/1/Daniel%20Boateng%20Appiah.pdf.

Cahyani, A. D. (2016). Gamification approach to enhance students’ engagement in studying language course: MATEC Web of Conferences, 58, 1-6.

Dicheva, D., Dichev C., Agre G. & Angelova G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.

Gafni, R., Achituv, D. B., Eidelman, S. & Chatsky, T. (2018). The effects of gamification elements in e-learning platforms: Online Journal of Applied Knowledge Management, 6(2), 37-53.

Hitchens, M. & Tulloch, R. (2017). A gamification design for the classroom: Interactive Technology and Smart Education, 15(1), 28-45.

Katmada, A., Mavridis, A. & Tsiatsos, T. (2014). Implementing a Game for Supporting Learning in Mathematics. The Electronic Journal of e-Learning, 12 (3), 230-242.

Kirkland, D. & O’Riordan, F. (2010). Games as an engaging teaching and learning technique: Learning or playing? Retrieved from http://icep.ie/wp-content/uploads/2010/01/Kirkland_et_al.pdf.

Mohamad, S. N. M., Sazali, N. S. S. & Salleh, M. A. M. (2017). Gamification approach in education to increase learning engagement: International Journal of Humanities, Arts and Social Sciences, 4(1), 22-32.

Papadakis, S. (2018). The use of computer games in classroom environment: International Journal of Teaching and Case Studies, 9(1), 1-24.

Rastegarpour, H. & Marashi, P. (2012). The effect of card games and computer games on learning of chemistry concepts: Procedia-Social and Behavioral Sciences, 31, 597-601.

Sombrio, G. S., Ulbricht, V. R. & Haeming, W. K. (2014). Games and gamification: A proposal for a creative learning process in education. Journal of Education and Human Development, 3(4), 117-129.

Woo, J.-C. (2014). Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes. Educational Technology & Society, 17 (3), 291–307.

Downloads

Published

2020-12-20

Issue

Section

Articles