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Experimental DesignApproximately 160 primary level school children of tworandomly selected schools in Perak (from one urban areaschool and one rural area school) will participate in the study.All students will be given a pretest on multiplication facts.Marks accrued from the test individually will be used to dividethe students into two groups which should be equal in numbersand in students’ performance. This is partly to ensure validityand reliability of the results of the experiment. The marks willalso be compared with post test results later; analysis of resultsusing comparisons of means, t tests, ANOVA, and chi-squaredtests will be used to investigate the efficiency of computergames as an added learning activity. The control group will betaught multiplication facts and skills conventionally. Theexperimental group would also undergo the same lessons butwith the added activity: a computer-based video game onmultiplication which is called Timez-Attack. The equaldistribution of students of high and low achievers for bothcontrol and experimental groups are carefully administered.The experiment will be conducted for three months. Then allparticipants will be given a timed post-test to gauge students’accurate recall of multiplication facts in a given timeaccurately. Knowledge improvement from pre to post wouldfacilitate the outcome measures for the study.
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