Smart Slate Game and Students Academic Performance in Educational Technology, University of Calabar, Nigeria
Keywords:Utilization, Smart Slate Game Technology, Educational Technology, Students’ Performance in University of Calabar
The study examined the effect Utilization of Smart Slate Game (SSG) on year two students’ academic performance in Educational Technology in the University of Calabar, Nigeria. Two purpose of the study and two null hypotheses were formulated to guide the study, Quasi-experimental research design using pre-test posttest non-randomized control group design was adopted for the study. The population is made up of all Educational Technology students in the University of Calabar. A sample of 131 year two students of educational technology comprising of 66 students (26 males and 40 males) in the experimental group and 65 students (28 males and 37 females) in the control group were purposively sampled for the study. The Smart Slate Game and Educational Technology Performance Test (ETPT) were the instruments used for data collection. The results of the study were analyzed using Analysis of Covariance (ANCOVA). The results revealed that there is a significant difference in academic performance of educational technology students taught with smart slate game and those taught using expository method, there was also a significant difference in performance between male and female students taught using the Smart Slate Game, there was no significant difference in cognitive abilities of Educational Technology students when using Smart Slate Game. It was therefore recommended smart slate game technology should be used always to promote students academic performance in educational technology and that teachers should effectively design their lesson plans with Smart Slate Game to foster group task and have fun while learning.
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