The Effect of Computer Based Games on the Academic Achievement and Motivation Towards Biology of Grade 8 Students (Record no. 20098)
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| 000 -LEADER | |
|---|---|
| fixed length control field | 02363nam a2200229Ia 4500 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
| fixed length control field | 180910s9999 xx 000 0 und d |
| 100 1# - MAIN ENTRY--PERSONAL NAME | |
| Personal name | Karadaghlian, Sarine |
| Miscellaneous information | Master, تعليم علوم الحياة |
| 245 14 - TITLE STATEMENT | |
| Title | The Effect of Computer Based Games on the Academic Achievement and Motivation Towards Biology of Grade 8 Students |
| 260 ## - PUBLICATION, DISTRIBUTION, ETC. | |
| Place of publication, distribution, etc. | Beirut |
| Name of publisher, distributor, etc. | Université Libanaise - Faculté de Pédagogie - Deanship |
| Date of publication, distribution, etc. | 2014 |
| 300 ## - PHYSICAL DESCRIPTION | |
| Extent | 55 pages |
| 500 ## - GENERAL NOTE | |
| General note | النوع : Mémoire |
| 520 3# - SUMMARY, ETC. | |
| Summary, etc. | A computer-based game is a powerful learning tool which has the potential to engage students in the learning process and motivate them. The purpose of this study is to test the effect of computer-based games as a learning tool in the enzymes lesson on students’ achievement and motivation in the subject of biology. The study is held with grade 8 students (n=18) in a private school in Beirut. A quasi-experimental pre-test and post-test design is used to examine students’ achievement, and the Science Motivation Questionnaire II is applied in the pre-test and the post-test to examine students’ motivation. The time taken for intervention was two weeks. Data obtained from the achievement and motivation tests were analyzed by using SPSS 16.0 program and Microsoft Excel 2010. A paired samples t-test revealed a statistically reliable difference between the mean achievement of the students in the pre-test (M=5.2 s=0.57) and in post-test (M=8.9 s=0.53), as well as in the pre-test Science Motivation Questionnaire (M=29.6 s=1.6) and the post-test Science Motivation Questionnaire (M=49.3 s=0.55). These results revealed that computer-based games as a learning tool affected students’ achievement and motivation positively, since they significantly increased by the end of the study. |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | Cycle moyen L’enseignement des Sciences Méthodes d’enseignement L’accomplissement des étudiants |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | Education et la technologie |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | ICT and Education |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | Intermediate Education Sciences education Teaching Methods Students achievement |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | التعليم والتكنولوجيا |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | المرحلة المتوسطة تعليم العلوم |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | طرق التعليم تحصيل الطلبة |
| 856 ## - ELECTRONIC LOCATION AND ACCESS | |
| Public note | Université Libanaise - Faculté de Pédagogie - Deanship |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
| Koha item type | بيانات الهيئة اللبنانية للعلوم التربوية |
No items available.