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DECLARATION
I/We hereby declare that the research paper titled “ IMPACT OF EDUCATIONAL
GAMES ON ACHIEVEMENT ” submitted by me is based on actual work. I further
certify that the research paper has not been published or submitted for publication anywhere
else nor it will be send for publication in the future.
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Personal Details
Name- Ms. Gagandeep Kaur
Affiliation- Assistant Professor (Regular),
Affiliation Institution- Khalsa College of Education, Ranjit Avenue, Amritsar
Qualifications- M.Sc Chemistry, M.Ed, UGC-JRF, Ph.D Pursuing
Correspondence Address- 11-A, Lane 1, SJS Avenue, Ajnala Road, Amritsar, Punjab, India, 143001Phone- +917508225828Email- [email protected]
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IMPACT OF EDUCATIONAL GAMES ON ACHIEVEMENT
Ms. Gagandeep Kaur
Assistant Professor
Khalsa College of Education
Ranjit Avenue, Amritsar
Abstract
Language is the door through which a child contemplates the past, grasps the present and
approaches the future. It is man’s unique possession. The English language has a special
place in the world today. It has become an international language. The games in education
must be more than just fun. The learners have to learn by playing different games.
Educational Games are highly motivating because they are amusing and interesting. They
can be used to give practice in all language skills and be used to practice many types of
communication. The academic achievement is multi -dimensional. It is important to check out
the methodologies and techniques that are enhancing the academic achievement of the
students. The present study was carried out to see the effect of educational games on
achievement in learning English language specifically.
Keywords: Gaming; Educational Strategy; Achievement, English Language
Introduction
Education is the most important invention of mankind. Every branch of learning is
oriented in such a way so as to produce individuals who would fit in the present world
scenario. In the present scenario, there is much emphasis on the learning of the students. The
schools have an unavoidable role in acquainting the students with the native of changing field
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of education and in making necessary changes in the instructional techniques. In the modern
world of the technological innovations, all educational institutions are trying to improve their
quality in terms of facilities and academic achievement. The academic achievement is multi
dimensional. The academic achievement generally refers to the degree or level of success or
proficiency attained in some specific areas concerning the scholastic or academic work. The
achievement of child depends upon multiple factors like intelligence level, attitude, interest,
creativity etc.
As the institutions are on the way of improving their quality, more emphasis is given
to the quality of performance on academic excellence which is a major determining factor of
student’s future life. Although the changes have been occurring in all the school subjects but
the in today’s world, the communication and linguistic abilities play an important role. The
learning of languages has become a demanding task in the present scenario.
Language is the door through which a child contemplates the past, grasps the present
and approaches the future. It is man’s unique possession. Each community is formed by the
activity of language. In India, one of the main functions of education is to develop in the
individual an ability to communicate with others as well as to express oneself in a suitable
language. The English language is widely used in science, technology, computer services,
politics, commerce and internet. Hence, many countries emphasize the importance of
teaching ‘English’ to their citizens. The English language has a special place in the world
today. It has become an international language, both in the sense that it is now the native
language of people from several continents and in the sense that many others have learnt to
speak it as a second language (Graddol, Cheshire & Swann, 1987). The English language
learning can be convenient if we teach the students through educational games.
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The games in education must be more than just fun. The learners have to learn by
playing different games. McCallum (1980) expressed that students in the informal
atmosphere of game play, are less self-conscious and therefore more apt to experiment and
freely participate in using the foreign language. Educational Games are highly motivating
because they are amusing and interesting. They can be used to give practice in all language
skills and be used to practice many types of communication (Ersoz, 2000).
The educational games can be of the following types (Hadfield, 1999):
1. Sorting, Ordering, or Arranging Games: In this students have to sort out the things
and they have to arrange the objects in particular order. For example, students have a
set of cards with different products mentioned on them, and they sort out the cards
according to the products mentioned like the products of a grocery store and products
found in medical store.
2. Information Gap Games: In such games, one or more individual have information
regarding the task and that other person has to complete that task. For instance, one
person might have some picture and his partner needs to create a similar picture or
drawing by listening to the information given by the person. Information gap games
can involve a one-way information gap, such as the drawing game or a two-way
information gap, in which each person has unique information, such as in a Spot-the-
Difference task, where each person has a slightly different picture, and the task is to
identify the differences.
3. Guessing Games: In this the individual has to guess what other person thinks
regarding some aspect. One of the best known examples of a guessing game in which
one person thinks of a famous person, place, or thing. The other participants can ask
Yes/No questions to find clues in order to guess what the person is thinking of.
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4. Search Games: These games are yet another variant of two-way information gap
games, in which every individual’s giving and seeking information. Students are
given a grid. The task is to fill in all the cells of the grid with the name of a classmate
who fits in that cell, for example someone who is a vegetarian. The students circulate,
ask and answer questions in order to complete their own grid and help the other
classmates to complete theirs.
5. Matching Games: As the name implies, participants need to find a match for a word,
picture, or card. For example, 30 word cards composed of 15 pairs are placed with
their face down in a random order. Each person turns over the two cards at a time,
with the goal of turning over a matching pair by using their memory. This is also
known as the Pelmanism principle, after Christopher Louis Pelman, a British
psychologist of the first half of the 20th century.
6. Labeling Games: These are a form of matching, in that participants match labels and
pictures.
7. Exchanging Games: In these games, students barter cards, different objects, or ideas
and share their views.
8. Board Games: Scrabble is one of the most popular board games that specifically
highlight the language.
9. Role Play Games: The terms role play, drama, and simulation are sometimes used
interchangeably but can be differentiated (Kodotchigova, 2002). Role play can
involve students playing roles that they do not play in real life, such as dentist, while
simulations can involve students performing roles that they already play in real life or
might be likely to play, such as customer at a restaurant. Dramas are normally scripted
performances, whereas in role plays and simulations, students come up with their own
words, although preparation is often useful.
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Review of Related Literature - A number of studies have been attempted to see the
effect of educational games on achievement. Yip and Kwan (2006) conducted a study on the
effectiveness of using vocabulary sites and they compared sites which included games to sites
which included activity-based learning. The results showed that learners playing games tend
to learn better, retained words for a longer period, and retrieve more words than those who
learnt through the activity-based approach. Neyadi (2007) conducted a study on the effects of
using games to reinforce vocabulary learning. The study suggested that using games to
practice vocabulary improved the learners’ ability to memorize the words effectively. Ajibade
and Ndububa (2008) explored the effects of word games, culturally relevant songs, and
stories on the students' motivation in a Nigerian English language class. The analysis of the
data revealed that use of word games and culturally relevant instructional activities were
beneficial for these students, as they served as an effective motivational strategy that
contributed to the better performance in learning English. Ara (2009) conducted a study on
the use of songs, rhymes and games in teaching and concluded in his findings that by
ensuring suitable teaching environment at the primary level, many of the problems regarding
English education can be solved. Nguyen (2010) conducted a study on teaching and learning
grammar through games in the tenth grade at Hung Vuong high school. The study indicated
the necessity of games for easing the difficulties for exciting the atmosphere in teaching and
learning Grammar. The results emphasized that the teachers who just followed the tasks
given in the textbook and did not create any games activities just lead to a boring, hard-
digesting experience to their students and they did not meet the needs of the students. Ali,
Aziz and Majzub (2011) conducted a study on teaching and learning through play and
revealed that the teaching and learning through play can enhance a child’s language
development and reading abilities. Shende (2014) presented the research work, a study of
effectiveness of English language games on the student’s academic achievement in grammar
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and concluded in his findings that language games in teaching grammar had been effective in
developing the interest of the students in learning English grammar. The games proved
helpful in engaging learners to learn actively. The games provided challenges and increased
active participation in the subject. Al-Tarawneh, Mohammad Hasan (2016) investigated the
effectiveness of educational games on scientific concepts acquisition by the elementary
students. The results showed that there were statistically significant differences in students'
ientific concepts acquisition due to the method of teaching in favor of the experimental
group.
Objective of the Study
To compare the effect of educational games and conventional strategy on achievement of the
students in English.
Hypothesis
There exists no significant difference in English achievement of group taught through
educational games and group taught through conventional strategy.
Methodology
The present study came under the domain of experimental research. The present study was
carried out by following steps:
STEP 1: The achievement tests on selected topics of English grammar of 8th class was
constructed and standardized.
STEP 2: The achievement tests was administered as pre-test to total sample.
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STEP 3: The students were randomly divided into two groups and allocation of instructional
strategies was random. Experimental group was taught by educational games and control
group was taught by conventional method. The teaching period consisted of 90 working days.
STEP 4: Same achievement test was administered to both the groups as the post-test. The
experiment and control group scores were compared according to their pre-test and post- test
scores and difference was called as gain achievement scores of the experiment and control
group.
Tools Used
1. An Achievement test on selected topics in English grammar was developed by
investigator.
2. Educational games on selected topics in English grammar were developed by investigator.
3. Instructional material or conventional method in English grammar was developed by
investigator.
SAMPLE
For the purpose of investigation, 100 students were randomly taken from C.B.S.E affiliated
secondary schools located in Amritsar district. The students were divided randomly and given
separate treatments i.e. one group was taught through educational games and the other
through conventional method.
ANALYSIS AND INTERPRETATION
The hypothesis was framed to examine that there exists no significant difference in
achievement scores of English of group taught through educational games and group taught
through conventional strategy. The mean gain scores, S.Ds, t –ratios of the controlled group
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and experimental group were calculated to test this hypothesis. The hypothesis was further
examined at 0.01 level of significance. The results of this analysis are being shown below:
Table-1- Showing means scores, S.D and t-ratio of mean gain scores in science of
Experimental and Controlled group)
Groups N Mean
Gain
Score
S.D Mean
difference
Df t-ratio Remarks
Experimenta
l
Control
50
50
6.14
2.10
2.65
1.35
4.04 98 9.57 Significant
at 0.01
level
As shown in above table, mean gain score of students of experimental group is 6.14 higher
than that of controlled group that is 2.10 with mean difference of 4.04. Further t- ratio is 9.57
which is significant at 0.01 level. It clearly shows that both the groups differ significantly in
their achievement.
Thus, hypothesis “There exists no significant difference in achievement scores of English of
group taught through educational games and group taught through conventional strategy is
not accepted.”
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The pictorial representation of the above views have been given in fig.1
CONCLUSION
On the basis of analysis of data and discussions of the results following conclusions may be
crystallized that there exists significant difference in achievement of group taught through
educational games and group taught through conventional strategy in English. For vitalizing
effective English instructional strategy at school stage, intensive research is needed in various
aspects of English education. No single study can explore it. There is wide scope for research
in this field.
EDUCATIONAL IMPLICATIONS
1. Educational games results in better understanding of English among the students in
less time.
2. Educational games play an important role to improve achievement of students in
English because it makes the students active participants of an educational process.
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3. It increases the concentration of students in English.
4. Educational games helps teachers to create conducive learning experiences in the
classroom.
5. Teacher can use educational games in the classroom to motivate students.
6. The use of educational games is very much beneficial to all categories of students like
slow learners, gifted children and delinquents etc.
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REFERENCES
Ajibade, Y., & Ndububa, K. (2008). Effects of word games, culturally relevant songs, and
stories on students' motivation in a Nigerian English language class. TESL Canada
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Ali, A., Aziz, Z., & Majzub, R. (2011). Teaching and learning through play. World Applied
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Al-Tarawneh, Mohammad Hasan (2016). The Effectiveness of Educational Games on
Scientific Concepts Acquisition in First Grade Students in Science. Journal of
Education and Practice, 7(3), 31-37.
Ara, S. (2009). Use of songs, rhymes and games in teaching. Journal of Linguistics, 2(3),
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McCallum, G. (1980). 101 Word Games: For students of English as a second or foreign
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