Advancement of the potentials of Codices Video Game for Senior Secondary School Mathematics learning in Kwara State
Summary
Teachers’inability to incorporate variety of instructional schemes has been reportedin studies as major factors for the disappointing performance of students inMathematics or science. This paper examined the development and usage of CodiceVideo Games (CVG) to teach and enhancestudents cognitive learning processes inMathematics. The prospect of CVG to support learning and several researchers’efforts to assist learnersto overcome challenges related to mathematics wereexplored. A quasi-experimental-control group design was adopted. Four purposivelyselected senior secondary schools from the population with intact classes consistingof 50 SS II students were assigned to experimental and 60 others to control groupsrespectively in Irepodun local government area of Kwara State. The developmentand efficacy of a CVG on probability was conducted. A CVG rating scale whosereliability coefficient was determined through Kendall’s concordance that yielded0.76 index was used for data collection. Data obtained from the test scores ofstudents were analysed, which revealed that students taught with CVG had higher mean gain score than those taught with the conventional method in Probability, the interaction effect of CVG on gender favoured female than male students, CVG usagewas loaded with potentials more effective for students’ probability learning. Therefore, it was suggested that considerable attention should be given to the use of CVG in learning Mathematical concepts, and learner characteristics in Mathematics.