The effect of computer-based instructional games in teaching subject verb agreement

The purpose of this research is to investigate the effect of using instructional video games in terms of students’ attitude and meaningful learning process when using instructional games to learn how to follow the Subject Verb Agreement (SVA) rules, to study the effect to their academic achievement,...

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Main Author: Shahruddin, Noor Shareeza Azzura
Format: Thesis
Language:English
Published: 2014
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Online Access:http://eprints.utm.my/id/eprint/48643/1/NoorShareezaAzzuraShahruddinMFP2014.pdf
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spelling my-utm-ep.486432020-03-05T07:03:01Z The effect of computer-based instructional games in teaching subject verb agreement 2014 Shahruddin, Noor Shareeza Azzura LB Theory and practice of education The purpose of this research is to investigate the effect of using instructional video games in terms of students’ attitude and meaningful learning process when using instructional games to learn how to follow the Subject Verb Agreement (SVA) rules, to study the effect to their academic achievement, and to find out the relationship with students’ attitude and meaningful learning with academic achievement. Therefore, a total of thirty students of Year 3 from a primary school in Kluang were selected as respondents. The instruments used in this research are questionnaire and a set of instructional video games. The items in questionnaire are related to investigate about students’ attitude and meaningful learning process towards learning using video games. A pilot test was carried out to six respondents from different year 3 classes from the school with Cronbach’s Alpha Reliability Coefficient value at 0.869 which is a high level of reliability. Results obtained from the questionnaire support the proof that instructional video games does have positive effect towards students’ attitude and meaningful learning process. The same set of evaluation test were used in pre and post test give the results obtained from Paired Samples t-Test (M=38.9, SD=12.8, t(29)= -16.33, p < 0.05) shows that the results was significant which suggest that when students play instructional video games, the marks they get increases. But, when it comes to Spearman’s Correlation between attitude and meaningful learning with the academic achievement, the results show that there are positive weak correlation for attitude and negative weak correlation for meaningful learning. 2014 Thesis http://eprints.utm.my/id/eprint/48643/ http://eprints.utm.my/id/eprint/48643/1/NoorShareezaAzzuraShahruddinMFP2014.pdf application/pdf en public http://dms.library.utm.my:8080/vital/access/manager/Repository/vital:79367?queryType=vitalDismax&query=The+effect+of+computer-based+instructional+games+in+teaching+subject+verb+agreement&public=true masters Universiti Teknologi Malaysia, Faculty of Education Faculty of Education
institution Universiti Teknologi Malaysia
collection UTM Institutional Repository
language English
topic LB Theory and practice of education
spellingShingle LB Theory and practice of education
Shahruddin, Noor Shareeza Azzura
The effect of computer-based instructional games in teaching subject verb agreement
description The purpose of this research is to investigate the effect of using instructional video games in terms of students’ attitude and meaningful learning process when using instructional games to learn how to follow the Subject Verb Agreement (SVA) rules, to study the effect to their academic achievement, and to find out the relationship with students’ attitude and meaningful learning with academic achievement. Therefore, a total of thirty students of Year 3 from a primary school in Kluang were selected as respondents. The instruments used in this research are questionnaire and a set of instructional video games. The items in questionnaire are related to investigate about students’ attitude and meaningful learning process towards learning using video games. A pilot test was carried out to six respondents from different year 3 classes from the school with Cronbach’s Alpha Reliability Coefficient value at 0.869 which is a high level of reliability. Results obtained from the questionnaire support the proof that instructional video games does have positive effect towards students’ attitude and meaningful learning process. The same set of evaluation test were used in pre and post test give the results obtained from Paired Samples t-Test (M=38.9, SD=12.8, t(29)= -16.33, p < 0.05) shows that the results was significant which suggest that when students play instructional video games, the marks they get increases. But, when it comes to Spearman’s Correlation between attitude and meaningful learning with the academic achievement, the results show that there are positive weak correlation for attitude and negative weak correlation for meaningful learning.
format Thesis
qualification_level Master's degree
author Shahruddin, Noor Shareeza Azzura
author_facet Shahruddin, Noor Shareeza Azzura
author_sort Shahruddin, Noor Shareeza Azzura
title The effect of computer-based instructional games in teaching subject verb agreement
title_short The effect of computer-based instructional games in teaching subject verb agreement
title_full The effect of computer-based instructional games in teaching subject verb agreement
title_fullStr The effect of computer-based instructional games in teaching subject verb agreement
title_full_unstemmed The effect of computer-based instructional games in teaching subject verb agreement
title_sort effect of computer-based instructional games in teaching subject verb agreement
granting_institution Universiti Teknologi Malaysia, Faculty of Education
granting_department Faculty of Education
publishDate 2014
url http://eprints.utm.my/id/eprint/48643/1/NoorShareezaAzzuraShahruddinMFP2014.pdf
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