Formative Assessment Practices, Attitude and Learning Outcome of Students in Mathematics in Selected Secondary Schools in South-South Nigeria (Published)
The study was conducted to examine the effect of formative assessment practices, and attitude on learning outcome of students in Mathematics in selected secondary schools in south-south Nigeria. Three research questions and hypotheses were formulated to guide the study. The quasi-experimental design was used in the study with a population of all Senor Secondary school three (SS3) students in Mathematics in selected public secondary schools in south-south (Cross River, Rivers and Akwa Ibom States) of Nigeria numbering 21,657. The sample of the study consisted of 541 (2.5%), SS3 students in Mathematics. The proportionate stratified random sampling technique was employed in the study. The instruments for data collection are; the Formative Assessment Practice Questionnaire (FAPQ), Attitude Scale (AS) and Learning Outcome Test in Mathematics (LOTM) which were validated by experts in Mathematics and Measurement and Evaluation. Internal consistency was established with split half reliability method and the index ranged from .78 to .92 respectively. The stated hypotheses formulated for the study were tested at 0.05 level of significance using Analysis of Covariance (ANCOVA). Findings from the study revealed that there is a significant effect of formative assessment, attitude and gender on learning outcome of students in Mathematics.
Gamification – Influence on Elementary Pupils’ Learning Outcomes and Engagement in English Language (Published)
This research examined the influence of gamification on the learning outcomes and engagement of English Language Pupils in Bonny Local Government Area of Rivers State, Nigeria. It adopted the two (2) group pre-test post-test quasi-experimental research design. The sample comprised forty-four (44) primary three pupils. Twenty (20) for the experimental group and twenty-four (24) for the control group. Two (2) sets of instruments were employed to gather data from the sample namely: English Language Achievement Test (ELAT), and Gamification Questionnaire (GQ) which had two (2) sections: Demographic data of pupils, and games engagement. Three objectives, three research questions, and two hypotheses were used for the study. Mean and standard deviation were employed to answer the research questions. Hypothesis one was tested using analysis of covariance (ANCOVA), while hypothesis two was tested using independent sample t-test. Kuder-Richardson (KR20) was employed to test the ELAT and a reliability coefficient of .857 was obtained. Cronbach Alpha was used for the GQ with a reliability coefficient of.689. The findings revealed that learners taught with games had a higher mean score than those taught without games but the difference was not statistically significant; and their engagement level was high. Recommendation was therefore made that gamification be used in classrooms because it has a positive influence on learners’ learning outcomes.