Examining the Impact of Gamification and ILIAS Online Learning Platforms on Educational Technology Learning Outcomes among University Students in Nigeria

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Examining the Impact of Gamification and ILIAS Online Learning Platforms on Educational Technology Learning Outcomes among University Students in Nigeria.
Abstract:
This research study aimed to explore the impact of gamification and ILIAS online learning platforms on learning outcomes in educational technology among university students in Nigeria. The investigation examined the effects of gamification, ILIAS, and conventional lecture methods on students’ achievement, retention, and motivation. A Quasi Experimental Pre-test, Post-test, Non-equivalent Control Group Design was employed for the study. The sample consisted of second-year educational technology university students selected from three universities representing different geo-political zones in Nigeria. Random sampling was utilized to choose three universities offering educational technology, which were assigned as experimental group I, experimental group II, and control group, respectively. The study raised ten research questions and formulated six hypotheses, which were tested at a significance level of 0.05. Three research instruments, including a test instrument, treatment instruments, and a motivation inventory questionnaire, were developed, validated, and demonstrated reliability (0.93, 0.90, and 0.91 respectively) before data collection. Data analysis involved calculating mean and standard deviation, while Analysis of Variance (ANOVA) was used to test the hypotheses. The results indicated that students exposed to gamification and ILIAS learning platforms outperformed those in the control group. Furthermore, a significant difference was found in the mean achievement scores between male and female students taught educational technology using the gamification learning platform (HO1: F = 460.109, P-value = .000; HO2: 358.160, .000; HO3: 4.551, 0.035; HO4: 0.428, 0.514; HO5: 4.913, 0.028; HO6: 0.188, .665). Additionally, the majority of students expressed a high level of motivation toward the use of gamification and ILIAS learning platforms. Based on the study’s findings, it is recommended that universities and other tertiary institutions implement gamification and ILIAS learning platforms in the teaching and learning process to enhance learning outcomes.
Examining the Impact of Gamification and ILIAS Online Learning Platforms on Educational Technology Learning Outcomes among University Students in Nigeria. GET MORE ACTUARIAL SCIENCE PROJECT TOPICS AND MATERIALS

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