THE AWARENESS OF SENIOR SECONDARY SCHOOL MATHEMATICS TEACHERS ON THE USE OF GAMIFICATION AND MULTIMEDIA IN TEACHING AND LEARNING MATHEMATICS.

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ABSTRACT

This study examined the awareness of senior secondary school mathematics teachers on the use of gamification and multimedia in teaching and learning of Mathematics. To guide the study, Five (5) research questions were raised and answered.

The design adopted for the study is the survey research method. The study population was drawn from senior secondary school teachers that teach Mathematics. The sampling technique adopted is the random sampling technique. Fifty (50) senior secondary school Mathematics teachers were sampled for the study. The research Instrument used for Data Collection was a questionnaire with the title "Awareness of secondary school mathematics teachers on the use of gamification and multimedia in teaching and learning Mathematics" were administered on the respondents.The data was analyzed using percentage, mean and standard deviation. The decision rule was set at 50% and 2.50.

The findings revealed that some of the existing multimedia tools currently used in teaching and learning of Mathematics are computer system, audio system, CD-ROM, online resources and a projector. The study also revealed that some of the factors that influence the use of gamification and Multimedia in teaching and learning are availability of internet facilities, availability of multimedia tools, having the required skills to use Multimedia tools and having the required skills to introduce gamification into a lesson. The study also revealed that some problems that affect the use of Multimedia and gamification in teaching and learning includes inadequate power supply, lack of required skills to teach using multimedia tools and gamification and lack of multimedia facilities. It also revealed that the use of gamification and multimedia influence student’s performance and teaching and learning to a high extent. It recommended that provision of multimedia tools should be made by school heads as well as producing qualified ICT personnel for the sustainable take up of gamification and multimedia in teaching and learning in mathematics.

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