The Effect of Using Class PC and Interactive Boards on Students' Academic Achievement and Creative Thinking

Author(s):  
Mohamad M. Hileh ◽  
Abdel-Aziz Ahmad Sharabati ◽  
Tamara Yacoub Nasereddin ◽  
Suheir Mustafa Hussein

The purpose of the article is to investigate the impact of teaching and learning methods on Jordanian students' performance in primary schools. This study is of quasi-experimental design. Three tools are used in this study: an interactive board, a class PC and traditional tools. The data was collected by questionnaires, and then regressions were used to test the hypothesis. The results indicate that for creativity thinking, the highest difference between pre and post-test is related to class PC followed by traditional learning and finally interactive boards. Moreover, results indicate that the three tools affect fluency, flexibility and originality, while they have no significant effect on elaboration. The results also indicate that for the academic achievement class the PC reported the highest mean, followed by interactive boards and finally by traditional tools. Furthermore, results show that using class the PC and interactive boards affect students' creative thinking as compared to traditional teaching.

Author(s):  
Ma. Mheliza S. Valiente ◽  
Rema Bascos-Ocampo

The researchers aimed to find out the effectiveness of Scie-chain method on students’ academic achievement and attitude in managing large classes in Science 10 of Flora National High School.  Specifically, it identified the difference and effect to the academic achievement of students and students’ attitude towards Science of the traditional method and Scie-chain method of teaching. The researchers employed the two-group pretest- posttest quasi-experimental design which made use of the Scie-chain method (Inquiry-based, ICT utilization, and flock system) in the experimental group. The data were analyzed with the use of weighted mean. Results of the study showed thatoriginally the experimental group and the control group are equal in terms ofacademic achievement and attitude towards Science. After the intervention, the experimental group yielded better result in terms of academic achievement and attitude towards Science as Manifested in the difference in their post test. From the findings of the study, the following conclusions were drawn:1. students exposed to the Scie-chain method attained better academic achievement compared to students exposed to traditional teaching method; the intervention (Scie-chain method) enhanced the level of attitude of students towards Science; and the Scie-chain method is an effective strategy to manage large classes.


Author(s):  
Jumadi Jumadi ◽  
Riki Perdana ◽  
Muhammad Helmi Hariadi ◽  
Warsono Warsono ◽  
Andi Wahyudi

Indonesian students' creative thinking skill is still at a low level. This study aimed to examine the effectiveness of project collaborative model assisted by Google Classroom (PjCM-GC) in improving students' creative thinking skills. This research explored the differences between students who learned through the demonstration model (DM), project collaborative model (PjCM), and project collaborative model assisted by Google Classroom (PjCM-GC). It was a quasi-experimental with pre and post-test design. The population of this research was students at Senior High School, Lombok Timur-Indonesia. Random sampling technique was employed in this study. The sample was 86 science students grade XI (15-16 ages) who studied in SMAN 1 Aikmel. The data analyzed by paired-sample t-test, comparative-descriptive analysis, and ANOVA mixed design using SPSS 24. The study showed that The PjCM-GC group had a significant difference in the level of creative thinking skills (sig .0000). The PjCM-GC was the most effective model to improve the skills with a gain score of .47 (medium). Learning with the PjCM-GC model can be an alternative for policymakers and teachers to solve the problems of creative thinking.


2018 ◽  
Vol 11 (1) ◽  
Author(s):  
Jahidih Saili ◽  
Azmil Hashim ◽  
Nurul Hamimi Awang Japilan

This research identified the effectiveness of using Smart Mind Map in the teaching and learning of Moral education at Institut Kemahiran MARA (IKM) Bintulu. This quantitative study was conducted in two phases. The first phase employed a survey design and the survey data were obtained by using the questionnaire instrument while the second phase is employed a quasi-experimental design. A total of 47 students involved in this research. The validity of the data was determined by establishing reference from a panel of experts. The quantitative data were analysed descriptively and were inferred to obtain frequency, percentage, mean and standard deviation. As a result, it was found that the reliability of the instrument that was assessed via alpha Cronbach had been high, which was >80. The results show that the attitude of students is high and the use of Smart Mind Map provides a variety of benefits to students in the teaching and learning of Moral education. Quasi-experiments showed that the use of Smart Mind Map effective in improving students academic achievement. Thus, the use of Smart Mind Map need to be underway again and continuous efforts should be done to improve the function and effectiveness of Smart Mind Map in the teaching and learning of Moral education.


Author(s):  
Hind Al Jahani

This research aimed to investigating the effect of teaching science based on the Enrichment model in the development of creative thinking skills among talented students at the intermediate school. The research sample consisted of (32) students of the first year of the academic semester 1435/1436 a rate of 4 servings per week students, the current research has been used a quasi-experimental design ( Pre - Test, Post - Test, Control Group Design). To measure the pre and post-performance for the sample was used Torrence measure to creative thinking skills the formalism picture. then collected the data to measure pre and posttest, were compiled and conducted by statistical analyzes using the (independent-samples T test) to detect the significance of differences between the posteriori averages to research sample students degrees in Torrence measure to creative thinking skills, research reached the following results: There are statistically significant differences at the level (0.05) between the average of research sample degrees students in the pre application and averages of her degrees in the post application to Torrence measure of creative thinking and in each individual skill for the benefit of the post application.


2019 ◽  
Vol 10 (4) ◽  
pp. 826
Author(s):  
Rashed Alghamdy

To identify the impact of playing games on the achievements of EFL learners, a quasi-experimental design study was applied for 4 weeks at an elementary school in Saudi Arabia. This study examines the impact of playing games in enhancing EFL students’ English skills ability in learning English as a foreign language context. In particular, this study purposes to investigate the impact of playing games in comparison to traditional learning in learning English skills on the achievement of EFL learners and their behavioral states during playing games. The participants in this study were 52 male pupils, aged 12-15 years, level six at an elementary government school in Al-Baha City. According to the results from the post-test obtained they highlight statistical variances between the average scores from the EFL learners who were taught English within the learning method of playing games and the control group taught English using traditional learning methods. The variances favored the experimental group nevertheless the findings in the pre-test score suggested there were no statistical variances amid the EFL learners in the first group and those in the other groups in the achievement of English.Furthermore, the observation findings indicate that the EFL learners in the experimental conditions displayed more playing together behavior states and less playing individually on-task behavior states, non-playing together behavior, and off-task behavior than their classmates in the control condition.


2019 ◽  
Vol 9 (2) ◽  
pp. 128 ◽  
Author(s):  
Rashed Zannan Alghamdy

Seeking to identify the impact of mobile language learning (WhatsApp) on the achievements of EFL learners, a quasi-experimental design study was applied at Al-Baha University in Saudi Arabia. This study examines the impact of mobile language learning in enhancing EFL students’ English skills ability when learning English as a foreign language context. Particularly, the study intends to investigate the impact of mobile language learning (WhatsApp) in comparison to traditional learning in learning English skills on the achievement of EFL learners. Thus, the participants in this study included 48 male learners, aged 18–22 years, preparatory year at Al-Baha University. The results highlighted that there are significant differences between the mean scores of the EFL learners who were taught English in the Mobile language learning (WhatsApp), and those who were taught English by using the traditional learning (the control group) in the post-test. This difference was in favour of the experimental group. However, the findings revealed that are not statistically significant differences between the EFL learners in the experimental classes and the students in the control groups in their English achievement test score at the pre-test. Furthermore, the results of this research revealed that most EFL learners claimed that they were enthusiastic to join English lessons through WhatsApp groups and expressed the belief that working in a WhatsApp group can boost their motivation and their academic results. Also, most EFL learners highlighted that using mobile language learning method (WhatsApp) enabled them to increase their social skills, confidence, while helping them to create positive relationships with their colleagues and the teacher. However, there were some obstacles and barriers to join WhatsApp learning groups, such as lack of access to the internet and lack of tendency to share and participate in the WhatsApp group.


2021 ◽  
Vol 5 (3) ◽  
pp. 29-37
Author(s):  
Seth Amoako Atta ◽  
William Agyei Brantuo

Introduction: The 21st century comes with its own challenges so far as the teaching and learning of mathematics is concern. This is because most of the senior students have access to digital devices that allow them to navigate the social media channels like the WhatsApp, Twiter, instagram, SnapChat, Facebook, TikTok and the likes. Unfortunately these handles are loaded with various forms of videos and other stuffs that these innocent young ones turned to love to follow more than their studies, thereby affecting their academic achievements. Purpose: The motive of this study was to enhance students’ conceptual understanding in circle theorems using the flipped classroom approach. Methodology: A sample of Fifty (50) Remedial students from the Bekwai Municipal Assembly in the Ashanti Region of Ghana was selected by means of purposive sampling method for the study. With the use of quasi- experimental design, a pretest post test method was use to gather the data on the students to ascertain the impact of the interventional design. In addition to the tests, a questionnaire was also used to find out how students feel about the flipped classroom pedagogy in teaching and learning. Findings: The analysis of the questionnaire came out that students enjoyed the lessons and their performance appreciated as a result. A statistical significant improvement in the students’ performance made the researcher reject the null hypothesis and concluded that flipped classroom approach impacted positively on students’ performance. Recommendations: It was therefore recommended that the flipped classroom should be adopted as one of the pedagogical strategies in teaching mathematics at the Senior High school.  


Author(s):  
Antonio-José Moreno-Guerrero ◽  
Santiago Alonso García ◽  
Magdalena Ramos Navas-Parejo ◽  
María Natalia Campos-Soto ◽  
Gerardo Gómez García

Recently, there has been a proliferation of technopedagogical practices, based on the application of active teaching and learning processes through the use of information and communication technologies (ICT). The main objective of this work is to analyse the impact of training action through the use of augmented reality in physical education for the development and acquisition of spatial orientation, as opposed to more traditional training based on the exhibition method. The methodology developed is quantitative, through a quasi-experimental design post-test in 140 high school students in the field of physical education. The results indicate that all of the dimensions show a very high, significant relationship. The greatest difference in average is observed in motivation. In contrast, the smallest difference, although significant, is observed in the grades given by the teachers themselves. It can be concluded that the method of teaching through augmented reality is effective in teaching high school students in the subject of physical education, especially for the acquisition of spatially oriented content.


Author(s):  
Sri Winarno ◽  
Kalaiarasi Sonai Muthu ◽  
Lew Sook Ling

Multimedia learning helps students understand concepts. Almost all subjects nowadays require multimedia to accomplish their learning objectives, one of them being the Computer Networks course. However, the major population of institutions follows a traditional approach to teaching when it comes to the Computer Networks subject. Abstract concepts and principles are described by the lecturer orally and followed by illustrating some examples using the whiteboard. This situation has decreased students’ interest and problem-solving skills. Therefore, innovation of the learning model is imperative for a new development. This study discusses the impacts of multimedia teaching and learning of Computer Networks in the Direct Problem-Based Learning (m-DPBL) approach. A quasi-experimental group with pre-test and post-test design was used. Third-year students (N=276) who took Computer Networks subject from two different departments in Dian Nuswantoro University, Indonesia and five lecturers participated in this study. Two selected instructional approaches; one used direct instruction lecturer approach while the other used the m-DPBL approach. Standardised questionnaires of attitude, interest, and creative thinking, teamwork, and knowledge abilities were administered before and after three weeks. Learning outcomes were significantly positively (Sig. p =.000) in terms of students’ attitude, interest (Sig. p =0.001), and knowledge (Sig. p = .000). There were differences in the mean scores between direct instruction and the m-DPBL approach. Students’ attitude mean score increased 2.15 points (7,8%), students’ interest mean score increased 1.34 points (4,4%), and students’ knowledge mean score increased 11.22 points (25,9%).


2019 ◽  
Vol 14 (4) ◽  
pp. 535-544
Author(s):  
Presentacion Caballero-Garcia ◽  
Trinitario Grau-Fernandez

The aim of this study is to investigate the effect of maker-centred learning methodology on the motivation of secondary school students towards science learning using a quasi-experimental design pretest–posttest. For this purpose, a sample of 200 students in eighth grade (110 boys and 90 girls) was selected from two different schools in Madrid during 2017–2018 academic year. The experimental group selected covered the learning standards by doing a project in the makerspace, and the control group covered the same standards by traditional learning in the classroom. Data were collected through a Students’ Motivation Towards Science Learning questionnaire developed by Tuan, Chin and Shieh (2015). The results of the data analysis revealed a significative difference between groups in the post-test, finding a higher level of motivation towards science in the experimental group (maker-centred learning based), in comparison with the control group (traditional learning based). Findings in this study confirm the benefits of makerspaces in schools as learning environments that motivate students to learn science, so we strongly recommend the use of these spaces to teach science, allowing the students to find their passion and fostering a love of learning. Keywords: Makerspaces, motivation, science learning, secondary school, Quasi-experimental design.


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