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Impact of Instructional Object Based Card Game on Learning Mathematics: Instructional Design Nettle

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This paper describes the design process of an Instructional Object Based Game (IOBG) which was designed using Technological Pedagogical and Content Knowledge (TPACK) principles and assesses its impact on the performance of students learning in mathematics as investigated from two sets of subjects. The unit of analysis consists of two hundred (200) Junior Secondary School 2 (JSS 2) students selected from 20 co- educational schools within Lagos Island and Eti-Osa educational Zones of Lagos State, Nigeria. Multi stage stratified random sampling was used to avoid interclass mixed situation. A fifty percent (50%) proportionate on each zone and stratified simple random sampling technique was adopted to give non mixed schools within the zones equal chance of being taken. A quasi-experimental control group design with repeated measures analysis of covariance was adopted. Two separate summary results of ANCOVA showed that F (1,199) = 12.88 @ p = 0.013 and F (1,193) = 13.00 at p = 0.00 implied that the use of OBG (game) in teaching and learning had significant effect on the performance of learners in Mathematics. The calculated mean scores and 2-way ANCOVA results also showed that gender has no significant influence on the performance of learners in either the used of IOBG or MAT.
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