Effect of Game-Based Interactive PowerPoint on Students’ Learning Outcomes in Civic Education in Zaria Education Zone of Kaduna State Nigeria

Suleiman Abubakar zubairu, Kabiru Adisa Soretire, Beatrice Ovrawah Patrick

Abstract


Interactive PowerPoint is a new way of integrating PowerPoint in learning. It has been reported generically to have positive effects on learning outcomes. However, less emphasis is paid to the metaphor upon which interactive PowerPoint is built. This quasi-experimental study explored the effects of Game-based Interactive PowerPoint on students’ attitudes and academic performance in civic education. Two research questions were raised and two corresponding hypotheses were formulated and tested at 0.05 level of significance. The study’s population was 2,908 SSII students in the 39 senior secondary schools in Zaria Education Zone. The study’s sample size was 130 SSII ‘A’ students drawn purposively from two intact classes from two different schools in Zaria Education zone. The study used Civic Education Performance Test and Civic Education Students Attitudinal Scale for data collection. The scale was pilot tested using Cronbach’s Alpha approach and a reliability coefficient of 0.85 was obtained. Descriptive statistics of mean, standard deviation and percentage were used in answering the study’s research questions. Hypothesis 1 was tested using Analysis of Covariance while hypothesis 2 was tested using independents sample t-test. The study found that a significant difference exists in the attitudes and academic performance of students in the two research groups in favour of Game-based Interactive PowerPoint. The study, therefore, recommended that Game-based Interactive PowerPoint packages should be encouraged in schools for teaching civic education.


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References


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