Please use this identifier to cite or link to this item: http://irepo.futminna.edu.ng:8080/jspui/handle/123456789/29691
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dc.contributor.authorGambari, A. I.-
dc.contributor.authorSobowale, F. M.-
dc.contributor.authorOwotomi, A. D.-
dc.contributor.authorMohammed, A. N.-
dc.date.accessioned2025-05-16T05:22:41Z-
dc.date.available2025-05-16T05:22:41Z-
dc.date.issued2024-
dc.identifier.citationGambari, A. I., Sobowale, F. M., Owotomi, A. D. & Mohammed, A. N. (2024). Effects of Gimkit Gamification Software on the Achievement and Retention of Senior Secondary School Biology Students in Minna Metropolis. Bichi Journal of Technology Education, 7(2), 59-69.en_US
dc.identifier.urihttp://irepo.futminna.edu.ng:8080/jspui/handle/123456789/29691-
dc.description.abstractThe study investigated the Effects of GimKit gamification software on the achievement and retention of senior secondary school biology students’ in Minna metropolis, Niger state. The study asserted a quasi-experimental research design which was guided by four research question and four research hypothesis using independent sample t-test. The population comprises of SSII Biology Students in Minna metropolis. The target population constitute of SSII Biology students in Bosso. The Purposive and simple random sampling techniques was use to select 30 SSII Biology students for the control group and 20 SSII Biology students for experimental group for the study. The instrument used for data collection was Biology achievement test (BAT). The instrument was pilot tested among 30 randomly selected students, the collected data was analyzed using PPMC and reliability coefficient of 0.78 was obtained. The findings of the study revealed that students taught with the use of GimKit Gamification Software had the mean achievement score of (M=88.00, S. D=8.18). While student taught with traditional lecture method had mean achievement of (M=80.33, S. D=12.10). The student taught with GimKit Gamification Software had retention score of (M=89.20, S. D=7.41). While student taught with traditional lecture method had retention score of (M=79.43, S. D=9.54). Based on the findings of the study the following recommendations were made. The Ministry of Education should encourage the use of GimKit Gamification Software in teaching Biology in Senior Secondary School, School Authority and teachers should be enlighten on the importance of GimKit Gamification Software in teaching, the students should also be enlightened on the importance of GimKit Gamification Software of learning to their careers.en_US
dc.language.isoenen_US
dc.publisherBichi Journal of Technology Educationen_US
dc.subjectAchievement, Gamification, GimKit, Retentionen_US
dc.titleEffects of Gimkit Gamification Software on the Achievement and Retention of Senior Secondary School Biology Students in Minna Metropolisen_US
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