This study investigated the effect of computer simulations on the achievement and acquisition of computer skills in computer science by secondary school students (government owned single sexed schools). It was a quasi-experimental design research. A sample of four schools consisting of two hundred and thirty five (235) senior secondary one (SS 1) students from Awka South L.G.A of Anambra state were selected using purposive sampling technique.
The study was guided by four research questions and four null hypothesis tested at 0.05 level of significance. Two research instruments, namely the Computer Achievement Test (CAT) and the Computer Practical Skill Acquisition Test (COMPSAT), which have a reliability of 0.69 and 0.60, using Kuder Richardson formula 20 (KR-20), were used to collect data for the study. The mean and standard deviation statistics were used to answer the research question, while the ANCOVA and Z-test was used to test the hypothesis.
Table of Contents
1. INTRODUCTION
1.1 Background to the Study
1.2 Purpose of the Study
1.3 Significance of the Study
1.4 Scope of the Study
1.5 Research Questions
1.6 Hypotheses
2. REVIEW OF RELATED LITERATURE
2.1 Theoretical Framework
2.1.1 Bruner’s constructivist theory of learning
2.1.2 Cognitive Load Theory (CLT)
2.1.3 Fitts and Posner’s multi-stage theory of psychomotor skills
2.2 Theoretical Studies
2.2.1 Computer Simulation and its types
2.2.2 Influence of Computer Simulation on students’ learning
2.2.3 Merits and Demerits of Using Computer Simulation
2.2.4 Use of Simulation in Science teaching
2.3 Empirical Framework
2.3.1 Studies on computer simulation
2.4 Summary of Literature Review
3. METHOD
3.1 Research Design
3.2 Area of Study
3.3 Population of the Study
3.4 Sampling and Sampling Techniques
3.5 Instruments for Data Collection
3.5.1 Computer Achievement Test (CAT)
3.5.2 Computer Practical Skills Acquisition Test (COMPSAT)
3.6 Instructional Tools
3.7 Validation of the Instrument
3.8 Reliability of the Instruments
3.9 Administration and Scoring of the Instrument
3.10 Experimental Procedure
3.11 Validation of Lesson Plan
3.12 Training of Teachers for the conduct of the study
3.13 Control of Extraneous variables
3.14 Method of Data Collection
3.15 Method of Data Analysis
4. PRESENTATION AND ANALYSIS OF DATA
4.1 Research Question 1
4.2 Research Question 2
4.3 Research Question 3
4.4 Research Question 4
4.5 Hypotheses Testing
4.5.1 Hypotheses 1
4.5.2 Hypotheses 2
4.5.3 Hypotheses 3
4.5.4 Hypothesis 4
5. DISCUSSION OF RESULT, CONCLUSION, RECOMMENDATION AND SUMMARY
5.1 Discussion of Results
5.2 Conclusion
5.3 Educational Implications of the Study
5.4 Recommendation
5.5 Limitations
5.6 Suggestion for Further Study
5.7 Summary of the Study
Research Objectives and Themes
The primary objective of this study is to investigate the effects of computer simulation approaches on students' academic achievement and the acquisition of practical computer skills in senior secondary school computer science. The study aims to determine if simulation-based learning outperforms traditional lecture methods and whether gender influences these outcomes.
- The impact of computer simulation on academic achievement scores.
- The role of gender in computer science achievement and skill acquisition.
- Effectiveness of computer simulation in practical skill development.
- Comparative analysis of traditional lecture methods versus computer simulation.
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Background to the Study
The recent advances in computer science are so vast that it finds applications in nearly all fields of study. Computer Science which is deeply concerned with how computers and computer systems work, and how they are designed and programmed influence fields such as biology, chemistry, linguistics, psychology, economics and statistics. It allows us to solve problems, design systems and understand the power and limits of human and machine intelligence. It is a skill that empowers, and which all students should be aware of and have some competence in. Students studying computer science gain insight into computational systems of all kinds, whether or not they include computers. As such, students who can think computationally are better able to conceptualise and understand computer-based technology, and so are better equipped to function in modern society.
The benefits accruing to computer science application is such that nearly all discipline finds it indispensable. It is a core subject in primary and secondary school curriculum. According to the Nigeria National Computer Policy (1988) in Toscany Academy (2012), the first objective of computer science study is to ensure that the general populace appreciates the impact of information and computer technology on today's society, the importance of its effective use, and the technologies that process, manage, and communicate the information.
Summary of Chapters
CHAPTER ONE: This chapter introduces the study, its background, the purpose, and the research questions and hypotheses driving the investigation.
CHAPTER TWO: A literature review covering conceptual, theoretical, and empirical frameworks, including Bruner’s constructivist theory and Cognitive Load Theory.
CHAPTER THREE: Details the research methodology, including the quasi-experimental design, population, sampling techniques, and data collection instruments.
CHAPTER FOUR: Presents the analysis of the data obtained from the study using means, standard deviations, ANCOVA, and Z-tests.
CHAPTER FIVE: Discusses the findings, draws conclusions based on the research results, and offers recommendations and suggestions for further study.
Keywords
Computer Science, Computer Simulation, Academic Achievement, Skill Acquisition, Secondary School, Lecture Method, Cognitive Load Theory, Constructivism, Gender Differences, Programming Language, Word Processing, Educational Technology, Practical Skills, Nigeria, Instructional Strategy
Frequently Asked Questions
What is the primary focus of this research?
This research investigates the effectiveness of using computer simulations compared to traditional lecture-based methods in teaching computer science concepts to senior secondary school students.
What are the core thematic areas?
The core themes include students' academic achievement in computer science, their acquisition of practical skills, the impact of gender on learning outcomes, and the use of computer-aided instructional tools.
What is the main research question?
The primary question asks what the effect of computer simulations is on the academic achievement and computer skill acquisition of students compared to those taught using conventional lecture methods.
Which scientific methodology is applied?
The study utilizes a quasi-experimental research design, specifically a non-equivalent control group design, involving pre-tests and post-tests to measure performance improvements.
What does the main body of the work cover?
The work covers a detailed review of related literature on simulation and cognitive theories, the methodological procedures for instrument validation, experimental implementation, and the statistical analysis of student test scores.
How can this research be characterized by its keywords?
The research is characterized by terms such as Computer Simulation, Academic Achievement, Skill Acquisition, Educational Technology, and Computer Science Education.
Why was the Cognitive Load Theory chosen for this study?
The theory was adopted because it supports breaking down instructional processes into phases to avoid cognitive overload, thereby making learning more effective and engaging for the students.
How does this study address the role of gender?
The study uses Z-tests to analyze whether there are significant differences in achievement and skill acquisition between male and female students when exposed to the same computer simulation training.
- Citation du texte
- Simeon AJUMOBI (Auteur), 2021, Effects of Computer Simulations on the Achievement and Acquisition of Computer Skills in Computer Science by Secondary School Students, Munich, GRIN Verlag, https://www.grin.com/document/1061415