Research consultancy

CHAPTER FOUR

PRESENTATION OF FINDINGS

4.0 Introduction

4.1.1 The effect of participation as a computer games strategy on literacy skills development

Computer games

 ItzaBitza

Designed to help children develop their creativity, reading, and vocabulary skills, “ItzaBitza” features written prompts for children to draw what the character on the computer screen is asking for. For example, a farmer might be looking for his barn and asks the pupil to draw one. After the drawing is complete, it comes to life onscreen to add a little fun.

 

 

These tests were carried out in a period of one week. sThe pretest and the post test, the post test was carried out after one week to compare the results in Group A for which one involved the use of participation computer games strategy.

Test Results from the group A

Pre-test, treatment, post-test, in Phonemic awareness and alphabetical awareness

Table 1: Pre-test, treatment, post-test, in Phonemic awareness and alphabetical awareness

 Phonemic awarenessAlphabetic awarenessComprehensionTotal computer useN0. of times a child interacts with the computersMean value for before computer usePhonemic awarenessAlphabetic awarenessComprehensionTotal Value after computerMean Value
A120302373424.375656720769
A21523195731969568921471.3
A32928248122758544816053.3
A434384211423865766720869.3
A5344524103234.356895620167
A6456629140446.774595418762.3
A7432928100233.359645217558.3
A8484330121440.373895021270.7
A9463432112337.366465716956.3
A1043443612324156624916755.7
Total3573802871024 341.36516605891900633.3
Mean35.738.728.7103.1 34.765.16658.919063.3333

Source: Primary Data

Using the pre-test, treatment, post-test the results shows that the average performance in Phonemic awareness was 35.7 before the use of computer games strategy. The results also sindicates that the average mark for the children in alphabetic awareness was 38.7, while the average mark was 28.7 in comprehension these results indicated that pupils performed poorly without the use of computer games strategy.

The findings also further indicated that when the pupils were introduced into computer games strategy there was a big improvement in performance. The results further shows that the improvement in performance of students was high as indicated that in the Phonemic awareness was 65.1, while for alphabetic awareness was 66 and the results for comprehension was 58.9.

Relationship between numbers of times a pupil attends a computer lab and total marks of pupil performance

Correlations
 Number of times pupils visit the computer laabTotal Value after computer use
Number of times pupils visit the computer labPearson Correlation1.436
Sig. (2-tailed) .208
N1010
Total Value after computer usePearson Correlation.4361
Sig. (2-tailed).208 
N1010

Source: Primary Data

The results in the study indicates that the Pearson correlation coefficient 0.436 indicates that there is a small relationship between number of times a pupil visited the computer lab and the n number of times the total level of academic performance of pupils.

This result further indicates that the pupil performance is to some extend affected by the number of times a pupil attends the computer lab.

 

Regression analysis of the number of times a child attends a computer lab and the mean value of performance

Model Summary
ModelRR SquareAdjusted R SquareStd. Error of the EstimateChange Statistics
R Square ChangeF Changedf1df2Sig. F Change
1.436a.190.0896.626.1901.87918.208
a. Predictors: (Constant), Number of times pupils visit the computer lab

Source: Primary Data

The findings in the study further shows that R-square value of 0.190 indicates that 19% of the performance of the pupils after the use of computers. This results shows that though the number of times affects the performance of pupils in alphabetic awareness, comprehension and phonemic awareness.

Findings on the significance of the pupils’ attendance of the computer lab and their average performance

Coefficients
ModelUnstandardized CoefficientsStandardized CoefficientstSig.
BStd. ErrorBeta
1(Constant)54.0957.048 7.675.000
Number of times pupils visit the computer lab3.2952.403.4361.371.208
a. Dependent Variable: Mean Value after computer use

Source: Primary Data

The findings indicate that P-Value 0.000 indicates that there is a strong significance between pupil lab attendance and performance in phonemic awareness, alphabetic principles and comprehension.

These results shows that it is essential for the pupils to attend the computer lab to enable them be in position to learn.

 

Test Statistics
 Mean Value after computer useNumber of times pupils visit the computer laab
Chi-Square.000a1.400b
Df92
Asymp. Sig.1.000.497

Source : primary data

 

The results shows that the P-Value 0.000 indicates that there is a strong significance between number of times the pupil attendance a computer lab and the mean value of performance.

 

Correlation analysis for

 

Correlations
 Mean value for before computer useMean Value after computer use
Mean value for before computer usePearson Correlation1-.225
Sig. (2-tailed) .532
N1010
Mean Value after computer usePearson Correlation-.2251
Sig. (2-tailed).532 
N1010

Source: Primary Data

 

According to the results indicates that there is a negative relationship  between the use of computer games in class and not using computer games in class, this findings further indicates that the more the organization computer games to pupils the better performance of the pupils.

 

 

 

 

This findings indicates that if pupils

Pre-test, no treatment, post-test.

Table 2: Pre-test, no treatment, post-test.

NoPre-testPost Test
 Phonemic awarenessAlphabetic awarenesscomprehensionPhonemic awarenessAlphabetic awarenessComprehension
A1203423343023
A2152319282319
A3292824292824
A4343828343842
A5344524344524
A6325629456629
A7343428432928
A8403938344330
A9423832393432
A10364734384436
Total316382279358380287
Mean31.638.227.935.838.728.7

Source: Primary Data

The results in the table below indicates that without the adoption of participation computer games strategy the performance of pupils remained poor as indicated by the fact that in Phonemic the average was 31.6 while alphabetic awareness was 38.2 and comprehension was 27.9, there results did not change after one week the post test was carried out there was change in the performance of the pupils.

The results from the study indicates that after one week the results in phonemic awareness average was 35.8, alphabetic awareness 38.7 and 28.7. These results further shows that the performance of the pupils was poor in both tests.

 

 

Findings on the Treatment, post-test

Table 3: Findings on the Treatment, post-test

NoPre-testPost Test
 Phonemic awarenessAlphabetic awarenesscomprehensionPhonemic awarenessAlphabetic awarenessComprehension
A1212322222923
A2194119213419
A3232423293424
A4344834282242
A5413435343224
A6482229342429
A7392228362328
A8294044232930
A9313533293432
A10232223293336
Total308311290285294287
Mean30.831.12928.529.428.7

Source: Primary Data

The results from the study indicates that the average performance of the pupils in phonemic awareness was 30.8, the results further shows that 31.1 of the respondents stated alphabetic awareness, and the average mark for comprehension was 29.

The results also further indicates that average performance of respondents in phonemic awareness was 28.5, alphabetic awareness 29.4 while comprehension was 28.7.

 

 

 

No treatment, post-test

Table 4: No treatment, post-test

No Pre-test
 Phonemic awarenessAlphabetic awarenesscomprehension
A1213822
A2193419
A3232423
A4333434
A5433435
A6562229
A7382228
A8303944
A9313533
A10232223
Total317304290
Mean31.730.429

Source: Primary Data

The results from the study indicate that the performance of pupils in phonemic awareness was 31.7 and alphabetic awareness was 30.4 while the average performance in comprehension was 29.

4.1.2 Assess how demonstration as a computer game strategy affects literacy skills development.

Oregon Trail

An oldie but a goodie, “Oregon Trail” still attracts the attention of elementary school-aged children. They absorb lessons on geography and history skills while being challenged to overcome difficulties people experienced back in the 1800s. It takes critical thinking and real-life problem-solving techniques to play this game, and it’s a fun and unique environment for educational stimulation.

Spelling City

On the Spelling City website, you can find a vocabulary and 30 different language arts games specified for different age groups. One of the best aspects of this site is that you can import your own spelling list to personalize the learning experience, and reinforce the spelling lists children need to know for school in a fun and engaging way.

Between computers, the Internet, and mobile apps, educational games for children abound, and these eight computer games are a great place to start to get your elementary-school student learning the fun way.

 

 

 

Pre-test, treatment, post-test, in Phonemic awareness and alphabetical awareness

Table 5: Pre-test, treatment, post-test, in Phonemic   awareness, comprehension and alphabetical awareness

NoBefore computer game strategyTotalAfter use of computer games  strategyTotal
 Phonemic awarenessAlphabetic awarenessComprehensionTotal Mean Value bef computer usePhonemic awarenessAlphabetic awarenessComprehensionTotalMean value after computer scores
A12434349230.746606717357.7
A23834421143844488918160.3
A3393624993324544812642
A434424211839.334496715050
A534403811237.356505616254
A64046461324444505414849.3
A742342810434.756645217257.3
A848463012441.330485012842.7
A946463212441.334525714347.7
A1043463612541.733624914448
Total3884043521144381.34015375891527509
Mean38.840.435.2114.438.340.153.758.9152.750.9

Source: Primary Data

The results from the study above indicates that the performance using demonstration as computer games strategy was still low as indicated by the fact that the average performance was 38.8, while 40.5 was the average performance in alphabetic awareness , 35.2 comprehension was the average performance .

The study results indicates that after the use of computer games there was improvement in the performance of pupils through the of demonstration as a computer games strategy these results are presented in the table as presented in the table above the study findings shows that pupils scored 40.5 average in phonemic awareness.

 

Findings on the correlation analysis between the mean Value before the adoption of computers and after the adoption of computers

Correlations
 Mean Value Before computer useMean value after computer scores
Mean Value Before computer usePearson Correlation1-.365
Sig. (2-tailed) .300
N1010
Mean value after computer scoresPearson Correlation-.3651
Sig. (2-tailed).300 
N1010

Source: Primary Data

The findings in the study indicate that the mean value before the use of computers has a negative relationship with mean value with mean value after the pupils were exposed to the computer use.

This results is shown by the fact that the Pearson correlation = -0.365 indicating that any adoption of the computer games strategy there is an improvement in the performance of pupils by -0.365.

The results in the study show that when the school adopts the computer games strategy there is always improvement in the performance of pupils.

 

 

 

 

 

 

 

Findings on the Treatment, post-test

Table 6: Findings on the Treatment, post-test

NoPre-testPost Test
 Phonemic awarenessAlphabetic awarenesscomprehensionPhonemic awarenessAlphabetic awarenessComprehension
A1212322222923
A2194119213419
A3232423293424
A4344834282242
A5413435343224
A6482229342429
A7392228362328
A8294044232930
A9313533293432
A10232223293336
Total308311290285294287
Mean30.831.12928.529.428.7

Source: Primary Data

The results from the study indicates that the average performance of the pupils in phonemic awareness was 30.8, the results further shows that 31.1 of the respondents stated alphabetic awareness, and the average mark for comprehension was 29.

The results also further indicates that average performance of respondents in phonemic awareness was 28.5, alphabetic awareness 29.4 while comprehension was 28.7.

Findings on the Treatment, post-test

Table 7: Findings on the Treatment, post-test

NoPre-testPost Test
 Phonemic awarenessAlphabetic awarenessComprehensionPhonemic awarenessAlphabetic awarenessComprehension
A1244422545654
A2344319363666
A342232338467
A4384834544556
A5464635674946
A6544534465060
A7383438498967
A8294046426830
A9253528453445
A10232823703356
Total353386302501506487
Mean35.338.630.250.150.648.7

Source: Primary Data

The results from the study indicates that the average performance of the pupils in phonemic awareness was 35.3, the results further shows that 38.6 of the respondents stated alphabetic awareness, and the average mark for comprehension was 30.2.

The results also further indicates that average performance of respondents in phonemic awareness was 50.1, alphabetic awareness 50.6 while comprehension was 48.7.

4.1.3 Influence of observation on literacy skills development

Dance Mat Typing

As they grow older, your kids are going to need to use the computer for a lot more than clicking or pressing certain buttons to play games. Why not get them started early by perfecting their typing skills with this interactive game? It teaches typing hand positions and movements and tests their typing speeds for fun rewards at the end of each level. BBC Schools offers this game for free online.

Fizzy’s Lunch Lab

Kids may not always want to make the healthiest food choices, but if they learn more about what they eat (rather than just hearing mom and dad tell them what not to eat), they can take these decisions into their own hands. In the web games for “Fizzy’s Lunch Lab,” kids are exposed to a mix of nutritional information, healthy eating tips, and basic recipes — all with fun from their host Fizzy, of the PBS Kids Web-only series.

Lifeboat to Mars

This free PBS Kids online game creates a vast ecosystem with games and missions to teach kids about biology and the environment. With two different simulation options, kids can either control microbes or an animal or plant ecosystem. The game also requires players to read instructions, which encourages reading comprehension as well.

 

Table 8: observation on literacy skills development

No.Phonemic awarenessAlphabetic awarenessComprehensionTotalPhonemic awarenessAlphabetic awarenessComprehensionTotal
A120302373605755172
A215231957498945183
A329282481504856154
A4343842114556753175
A5344524103566852176
A6456629140544549148
A7432928100556750172
A8484330121556050165
A9463432112664657169
A10434436123565049155
Total35738028710245565975161669
Mean35.73828.7102.455.659.751.6166.9

Source: Primary Data

From the results in the table above 35.7 was the average mark for the pupils in phonemic awareness, 38 was for alphabetic principles, 28.7 was the average mark for comprehension. The findings in the study also show that after the use of observation as computer games strategy the results of the pupils slightly improved. This is because the average performance in phonemic awareness was 55.6, 59.7 was for alphabet principles, and the average performance in comprehension was 51.6.

 

 

 

 

Correlation analysis of using computer games strategy and before adoption of computer games

 

 Total scores Before computer gamesTotal scores After computer games
Total scores Before computer gamesPearson Correlation1-.581
Sig. (2-tailed) .078
N1010
Total scores After computer gamesPearson Correlation-.5811
Sig. (2-tailed).078 
N1010

Source: Primary Data

The results from the study show that when there is adoption of the computer games strategy in the school the level of performance.

The results shows that the Pearson correlation coefficient indicates that the relation in the performance of pupils after the adoption of the computer games through observation technique is negative indicating that the level of performance increases when the computer games are introduced in the school.

 

 Total scores Before computer gamesTotal scores After computer games
Chi-Square.000a.800b
Df98
Asymp. Sig.1.000.999
a. 10 cells (100.0%) have expected frequencies less than 5. The minimum expected cell frequency is 1.0.
b. 9 cells (100.0%) have expected frequencies less than 5. The minimum expected cell frequency is 1.1.

 

Source: Primary Data

The results from the chi-square test reveals that the P-value 0.000 indicates that there is a significant relationship between the total performance of pupils before the adoption of computer games strategy and after. This results further shows that the adoption of computer games strategy has an influence on the performance of pupils, Since the P-value 0.000<0.05.

This result further indicates that adoption of computer games using observation as a computer games strategy has an influence on enhancing better academic performance.

Treatment post test

Table 9: Treatment post test

NoPre-testPost Test
 Phonemic awarenessAlphabetic awarenessComprehensionPhonemic awarenessAlphabetic awarenessComprehension
A1212322222923
A2194119213419
A3232423293424
A4344834282242
A5413435343224
A6482229342429
A7392228362328
A8294044232930
A9313533293432
A10232223293336
Total308311290285294287
Mean30.831.12928.529.428.7

Source: Primary Data

The results in the study indicate that the average performance of pupils in phonemic awareness was 30.8, while alphabetic principles were 31.1 and the average performance in comprehension was 29. These results indicates poor performance of pupils

The results also indicates that after the pretest result s indicated that after the adoption of computer games strategy results on phonemic awareness was 28.5, alphabetic awareness was 29.4 and the results for comprehension was 28.7.

 

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