Effect of Curriculum-Based Video Games on Students’ Performance: An Experimental Study

Authors

  • Abdul Rauf Baig Imam Mohammad Ibn Saud Islamic University
  • Amjad Alotaibi Imam Mohammad Ibn Saud Islamic University

DOI:

https://doi.org/10.3991/ijet.v15i22.15541

Keywords:

Education, Educational video game, learning methods, Edutainment

Abstract


This experimental study investigated the effect of the use of video games based on the curriculum on students' performance levels in Fourth, Fifth and Sixth grade Mathematics compared to traditional learning methods. The participants were seven hundred and eighty-nine female students from Fourth, Fifth and Sixth grades, and nineteen teachers, from different six schools in Riyadh city in Saudi Arabia. Three research null hypotheses were tested to explore students’ performance when they received two different instructional treatments: traditional learning methods (textbooks or worksheets) and a video game based on the Mathematics curriculum. The results indicate that video games based on Mathematics curriculum had a positively effect on students’ performance based on their score average in standard tests, when compared to traditional learning methods.

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Published

2020-11-30

How to Cite

Baig, A. R., & Alotaibi, A. (2020). Effect of Curriculum-Based Video Games on Students’ Performance: An Experimental Study. International Journal of Emerging Technologies in Learning (iJET), 15(22), pp. 244–257. https://doi.org/10.3991/ijet.v15i22.15541

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Section

Papers