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CHAPTER FOUR

PRESENTATION OF FINDINGS

4.0 Introduction

4.1 Findings on the bio data representation of the respondents

 

This section describes the bio data of the respondents including, age category of the respondents, educational level, gender and duration that they stayed in their respective teaching profession.

4.1.1 Age range of respondents

 

Age category of respondents                                     Frequency                                   Percentage
Below 20 years2025.0
20-25 years1417.5
26-30 years2733.8
36-40 years1215.0
Above 41 years78.8
Total80100.0

Source: primary data

The findings in the study indicates that majority (33.8%) of the respondents were in the age bracket of 26-30 years, these results indicates that most of the respondents were youthful and therefore they had the ability to concentrate during the research process. this findings also further indicates that most of the stake holders especially teachers are young and therefore they easily answered the questionnaires given to them. The table also indicates that 25% of the respondents were below 20 years, 15% were 36-40 years and 17% were 20-25 years while the remaining 8.8% were above 41 years. Apart from the above results also shows that most of the respondent had knowledge on the questions asked because majority were youthful and had the knowledge of the recent computer error.

4.1.2 Marital status of respondents

 

Marital status FrequencyPercent
single3645.0
married4455.0
Total80100.0

Source: primary data

The results from the findings indicates that 55% of the respondents were married, 45% were single , these results indicates that most of the respondents were married.

 

4.1.3 Gender of the respondents

 

Gender of the respondents FrequencyPercent
Male2025.0
Female6075.0
Total80100.0

Source : primary data

The findings in the study indicates that majority 75% of the respondents were female , this findings indicates that most of the teachers and other key stake holders of kindergartens are female.

4.1.4 Academic qualification of the respondents

 

Academic qualification of the respondents FrequencyPercent
Certificate in nursery teaching1822.5
Grade III certificate in primary teaching2733.8
Diploma1417.5
Post graduate2126.3
Total80100.0

Source: primary data

The results from study indicates that majority (33.8%) of the respondents had Grade III certificate in primary teaching, 22.5% had certificate in nursery teaching, 26.3% had postgraduate qualification and only 17.5% were diploma holders. This findings indicates that most of the teachers in Makindye municipality are well educated.

 

 

 

 

 

 

 

 

4.1.5 Duration respondents have been teaching

Duration respondents have taught FrequencyPercent
Less than 1 year2025.0 
1-2 years3240.0 
3-4 years1923.8 
5-6 years78.8 
Above 6 years22.5 
Total80100.0 

Source: primary data

The findings from the study further indicates that majority 40% of the respondents have taught for 1-2 years, 23.8% of the respondents have taught for 3-4 years, 25% have taught for less than 1 year. The findings in the study further indicates that 8.8% of the respondents have taugh for 5-6 years . This findings indicates that majority of the respondents have taught for more than one years and therefore they have enough knowledge and skills , therefore they answered the questions asked with good understanding of the subject understudy.

SECTION B: Investigate how imitation as a computer game strategy enhances literacy skills development.

 SAANSDSDTOTALMEANST.D
Children learn to concentrate through imitation

 

 %Age58.818.822.5001001.640.83
 Freq47151880
children become patient through imitation

 

 %Age6526.38.8001001.560.939
 Freq522170080
children gain more knowledge through imitation

 

 %Age67.516.38.8001001.811.068
 Freq541376080
imitation improves children decision making skills

 

 %Age51.332.516.3001001.69

 

 

0.949

 

 Freq4126130080
children decision making skills is enhanced through imitation

 

 %Age57.523.811.3001001.950.834
 Freq461996080
Vocabulary of children is enhanced through imitation

 

 %Age42.540152.501001.950.992
 Freq3432122080
Children spelling ability is improved through imitation

 

 %Age4538.816.3001001.810.813
 Freq3631130080
Children learn to listen through imitation

 

 %Age52.523.823.8001001.711.221
 Freq4219190080
imitation helps children to learn  how to speak

 

 %Age58.823.8152.501001.610.732
 Freq4719122080

Source: primary data

 

The findings from the study indicates that majority 58.8% of the respondents state that children learn to concentrate through imitation, none of the respondents disagreed and only 22.5% of the respondents were neutral. These results further indicates that through imitation children able to concentrate in learning process.

The findings in the study further indicates that majority of the respondents stated that through imitation children become patient, this is indicated by 65% of the respondents who strongly agreed and the mean value of 1.56, the results also shows that if teachers use imitation when teaching the children will learn how to be patient.

The findings in the study indicates that majority 67.5% of the respondents  strongly agreed that  children gain more knowledge through imitation, the mean value of 1.81 also further indicates that respondents agreed. These results further shows that through imitation children are able to learn.

The findings in the study indicates that most of the respondents (51.5%)  of the respondents  hold the view that through imitation children decision making skills is improved this indicates that most of the respondents agree with the fact that imitation is important for the decision making skills of children, 32.5% of the respondents agreed while 16.3% of the respondents were not sure . this findings in the study further indicates that , the mean value 1.69 indicates that imitation as a computer game strategy enhances reading skills.

 

The findings in the study indicate that 57.5 of the respondents strongly agreed that children decision making skills is enhanced through imitation. 23.85 of the respondents also agreed. The findings further shows that the mean value 1.95 also indicates that majority of the respondents strongly agreed.

According to the findings in the study majority 42.5% of the respondents hold the view that vocabulary of children is enhanced through imitation, this indicates that when children imitate using the computer games strategy they are able to enhance their vocabulary.

The findings in the study indicates that majority 45% of the respondents hold the view that children spelling ability is improved through imitation. This findings further shows that through imitation of the computer games strategy children are able to learn spelling ability, this view is also supported by the mean value 1.95 which shows that majority of the respondents strongly agreed.

The findings in the study indicates that 45% of the respondents hold the view that through imitation using the computer games strategy children spelling ability is improved. The results in the study further indicate that mean value 1.18 shows that most of the respondents strongly agreed with the findings.

The findings in the study indicates that 52% of the respondents assert that children learn to listen through imitation. This response is also supported by the mean value of 1.71. shows that imitation helps children to learn the skills of listening. This helps in developing their literacy skills. The table further shows that non of the respondents disagreed or strongly disagreed to the findings.

The findings in the study indicates that 58.8% of the respondents shows that majority of the respondents hold the view that imitation helps children to learn  how to speak, the mean value 1.61 also shows that majority of the teachers in the study strongly agreed with the ability of imitation helping the children learn how to speak.

 

 

 

 

 

Objective Two: Determine the effect of participation as a computer games strategy on literacy skills development

 SAANSDSDTotalMeanSt.D
children learn through participation67.5302.5001001.350.530
542420080
children exchange ideas with in classroom when they participate in the study48.848.82.5001001.540.550
392920080
children develop critical thinking skills651025001001.951.146
528200080
children become motivated to learn52.51517.5001001.680.952
4212140080
children discuss ideas with their counterparts5817.5158.801001.641.161
4714127080
Through participation children are involved during the learning process57.526.37.58.801001.700.758
462167080
children become open during the learning process6016.38.800100
4813120080
children are able to ask questions during the learning process6523.82.5001001.650.618
521927080
Participation encourages children to become competent in learning57.516.3152.58.81001.831.273
4613120080

Source:  primary data

 

 

 

The findings in the study indicates that majority  (67%) of the respondents assert that children learn through participation, this findings in the study indicates that 1.35 mean value also shows that most of the respondents agreed . this therefore shows that when using computer games participation of children helps them to learn, non of the respondents disagreed or strongly disagreed.

The results in the study shows that 48.8% of the respondents stated that  children exchange ideas with in classroom when they participate in the study. This findings shows that participation helps children to learn how to exchange ideas in the classroom this also help them to enhance their literacy skills.

The findings in the study indicates that 65% of the respondents under the study stated that children develop critical thinking skills when they participate in the study this help-s them in developing their literacy skills , this findings is also further supported by the mean value of 1.95. therefore it is imperative for children to participate using computer games.

The results indicates that mean value 1.68 shows that majority of the respondents stated that children become motivated to learn, when they participate in the study using computer games  they motivation to learn increases this is also supported by that majority  52% of the respondents strongly agreed.

The results in the study indicates that majority 58% of the respondents strongly agreed that children discuss ideas with their counterparts, this is also supported by the mean value 1.64 which supports the findings . the results also further indicates that when the school uses the computer games strategy for teaching children are able to discuss ideas with their counter parts which help in literacy skills development.

The findings in the study indicates that majority 57% of the respondents assert that through participation children are involved during the learning process, the findings in the study further indicates that when the school uses computer games strategy in teaching children are involved in the process this helps to facilitate literacy skills development.

The findings in the study further indicates that majority 60% of the respondents hold the view that children become open during the learning process, this is also supported by the mean value 1.70. These results further shows that when the school uses computer games strategy for teaching children become open during the learning process.

The findings in the study indicates that 65% of the respondents hold the view that children are able to ask questions during the learning process, this is also supported by the mean value of 1.65 . this findings in the study indicates that the mean value 1.65 shows that majority of the respondents strongly agreed.

The findings in the study also indicates that majority 57.5% of the respondents assert that participation encourages children to become competent in learning, while mean value 1.83 indicates that participation in games through computer games strategy helps children to be competent learners which help in the developing of the literacy skills.

The findings in the study 57.6% of the respondents assert that participation encourages children to become competent in learning; this is also supported by the mean value of 1.83. This finding therefore shows that through participation using computer games strategy helps children to become competent learners.

 

 

OBJECTIVE THREE:  Assess how demonstration as a computer game strategy affects literacy skills development

SAANSDSDTOTALMEANSt.D
Demonstration helps children to be confident48.833.8152.501001.710.814
3927122080
children learn to adopt step by step skills through demonstration57.5251500100
46201220801.950.913
Through demonstration children learn to form letters33.847.58.847.50100
2738780801.691.063
children learn systematically through demonstration53.823.822.500100
43191800801.300.604
children learn letter formation through demonstration52.531.316.300100
42251300801.380.624
Demonstration attracts children attention during learning process77.5157.500100
6212600801.180.405
Analyses the formation of letters4531.316.37.50100
36251360801.630.832
The child to master the steps followed in the formation of letters7022.57.500100
561860080

Source: primary data

 

The findings in the study indicate that majority 48.8% of the respondents stated that demonstration helps children to be confident, this is also supported by mean value of 1.71. this results therefore indicates that when the school uses computer games strategy children are able to be confident during the study.

The results in the study also indicates that children learn to adopt step by step skills through demonstration this is also supported by 57% of the respondents strongly agreeing . the study also shows that when the school teaches using computer games strategy children are able to learn step by step.

The results in the study indicates that majority 47.5% of the respondents agreed that through demonstration children learn to form letters. This finding also shows that when the school uses computer games strategy to teach children they are able to learn how to form letters.

The findings in the study indicates that 53.8 of the respondents assert that children learn systematically through demonstration, this is also supported by the mean value of 1.30. This findings therefore demonstrates that demonstration is imperative during teaching to enable learners their literacy skills.

The results in the study indicates that 52.5% of the respondents strongly agreed that children learn letter formation through demonstration. This view is also supported by the mean value of 1.38. therefore when the school uses computer games strategy in teaching children are able to learn letter formation.

The results in the study indicates that 77.5% of the respondents hold the view that through demonstration children are able to pay attention to the teacher and this helps them in literacy skills development. This is also supported by the mean value of 1.38, therefore the school should demonstrate to enable the children pay attention to learn.

The findings from the table above further shows that 45% of the respondents hold the view that through demonstration children are able to analyses the formation of letters. This is also supported by the mean value of 1.18. this findings therefore supportsd the use of demonstration technique in teaching is essential.

According to the findings in the study majority of the respondents stated that through demonstration techniques in teach a child is able to master the steps followed in the formation of letters. This results indicates that demonstration strategy is essential for the teaching of children, this is also supported by 70% of the respondents strongly agreeing while the mean value of 1.63 is also in line with the findings.

 

 

 

 

 

 

 

CHAPTER FIVE

DISCUSSION, CONCLUSION AND RECOMMENDATIONS OF THE STUDY

 

5.0 Introductions

This chapter will include; discussion, conclusion and recommendations of the study.

5.1 Discussions of findings

This section discusses the discussion of findings in line with the study objectives.

5.1.1 Investigate how imitation as a computer game strategy enhances literacy skills development.

The findings from the study indicates that majority 58.8% of the respondents state that children learn to concentrate through imitation, this view is also in line with

 

 

 

The findings in the study further indicates that majority of the respondents stated that through imitation children become patient, this is indicated by 65% of the respondents who strongly agreed and the mean value of 1.56, the results also shows that if teachers use imitation when teaching the children will learn how to be patient.

The findings in the study indicates that majority 67.5% of the respondents  strongly agreed that  children gain more knowledge through imitation, the mean value of 1.81 also further indicates that respondents agreed. These results further shows that through imitation children are able to learn.

The findings in the study indicates that most of the respondents (51.5%)  of the respondents  hold the view that through imitation children decision making skills is improved this indicates that most of the respondents agree with the fact that imitation is important for the decision making skills of children, 32.5% of the respondents agreed while 16.3% of the respondents were not sure . this findings in the study further indicates that , the mean value 1.69 indicates that imitation as a computer game strategy enhances reading skills.

 

The findings in the study indicate that 57.5 of the respondents strongly agreed that children decision making skills is enhanced through imitation. 23.85 of the respondents also agreed. The findings further shows that the mean value 1.95 also indicates that majority of the respondents strongly agreed.

According to the findings in the study majority 42.5% of the respondents hold the view that vocabulary of children is enhanced through imitation, this indicates that when children imitate using the computer games strategy they are able to enhance their vocabulary.

The findings in the study indicates that majority 45% of the respondents hold the view that children spelling ability is improved through imitation. This findings further shows that through imitation of the computer games strategy children are able to learn spelling ability, this view is also supported by the mean value 1.95 which shows that majority of the respondents strongly agreed.

The findings in the study indicates that 45% of the respondents hold the view that through imitation using the computer games strategy children spelling ability is improved. The results in the study further indicate that mean value 1.18 shows that most of the respondents strongly agreed with the findings.

The findings in the study indicates that 52% of the respondents assert that children learn to listen through imitation. This response is also supported by the mean value of 1.71. shows that imitation helps children to learn the skills of listening. This helps in developing their literacy skills. The table further shows that non of the respondents disagreed or strongly disagreed to the findings.

The findings in the study indicates that 58.8% of the respondents shows that majority of the respondents hold the view that imitation helps children to learn  how to speak, the mean value 1.61 also shows that majority of the teachers in the study strongly agreed with the ability of imitation helping the children learn how to speak.

 

 

 

 

 

 

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