Experimental DesignApproximately 160 primary level school children of  terjemahan - Experimental DesignApproximately 160 primary level school children of  Bahasa Indonesia Bagaimana mengatakan

Experimental DesignApproximately 16

Experimental Design
Approximately 160 primary level school children of two
randomly selected schools in Perak (from one urban area
school 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 divide
the students into two groups which should be equal in numbers
and in students’ performance. This is partly to ensure validity
and reliability of the results of the experiment. The marks will
also be compared with post test results later; analysis of results
using comparisons of means, t tests, ANOVA, and chi-squared
tests will be used to investigate the efficiency of computer
games as an added learning activity. The control group will be
taught multiplication facts and skills conventionally. The
experimental group would also undergo the same lessons but
with the added activity: a computer-based video game on
multiplication which is called Timez-Attack. The equal
distribution of students of high and low achievers for both
control and experimental groups are carefully administered.
The experiment will be conducted for three months. Then all
participants will be given a timed post-test to gauge students’
accurate recall of multiplication facts in a given time
accurately. Knowledge improvement from pre to post would
facilitate the outcome measures for the study.
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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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