AI Summary & Key Takeaways
AI InsightThe sample consisted of 51 students enrolled in a public secondary school and was divided into three groups: a control group receiving traditional teaching method , experimental group I receiving game-based teaching, and experimental group II receiving technology-enhanced teaching Quantitative results indicated no statistically significant differences among the groups in post-test achievement scores.
📌 3 Key Takeaways
Abstract
This study examined the effects of implementing achievement goals in teaching fractions to 5th-grade secondary school students through different instructional approaches—traditional, game-based, and technology-enhanced—on academic achievement, retention, and students’ perceptions of these methods. A sequential explanatory mixed-methods design was employed. The quantitative phase used a quasi-experimental pre-test–post-test control group design, while the qualitative phase was conducted using a case study approach. The sample consisted of 51 students enrolled in a public secondary school and was divided into three groups: a control group receiving traditional teaching method , experimental group I receiving game-based teaching, and experimental group II receiving technology-enhanced teaching Quantitative results indicated no statistically significant differences among the groups in post-test achievement scores. However, the retention test results showed that game-based instruction was significantly more effective than the traditional teaching method. Qualitative findings showed that students generally evaluated the experimental methods positively. Game-based teaching was emphasized for increasing interest and enjoyment, whereas technology-enhanced teachingwas reported to enhance participation and motivation. Despite these positive outcomes, students also identified certain limitations, including the fact that games may not appeal to all learners and that technology can sometimes lead to distractions.