Full Paper View Go Back

Students Experiences in Edutainment Apps for Learning Vocational and Technical Education Contents

Kabiru Abdullahi1 , Ahmad A. Deba2 , Jamilu M. Chedi3

Section:Research Paper, Product Type: Journal-Paper
Vol.9 , Issue.10 , pp.17-22, Oct-2023


Online published on Oct 31, 2023


Copyright © Kabiru Abdullahi, Ahmad A. Deba, Jamilu M. Chedi . This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
 

View this paper at   Google Scholar | DPI Digital Library


XML View     PDF Download

How to Cite this Paper

  • IEEE Citation
  • MLA Citation
  • APA Citation
  • BibTex Citation
  • RIS Citation

IEEE Style Citation: Kabiru Abdullahi, Ahmad A. Deba, Jamilu M. Chedi, “Students Experiences in Edutainment Apps for Learning Vocational and Technical Education Contents,” International Journal of Scientific Research in Multidisciplinary Studies , Vol.9, Issue.10, pp.17-22, 2023.

MLA Style Citation: Kabiru Abdullahi, Ahmad A. Deba, Jamilu M. Chedi "Students Experiences in Edutainment Apps for Learning Vocational and Technical Education Contents." International Journal of Scientific Research in Multidisciplinary Studies 9.10 (2023): 17-22.

APA Style Citation: Kabiru Abdullahi, Ahmad A. Deba, Jamilu M. Chedi, (2023). Students Experiences in Edutainment Apps for Learning Vocational and Technical Education Contents. International Journal of Scientific Research in Multidisciplinary Studies , 9(10), 17-22.

BibTex Style Citation:
@article{Abdullahi_2023,
author = {Kabiru Abdullahi, Ahmad A. Deba, Jamilu M. Chedi},
title = {Students Experiences in Edutainment Apps for Learning Vocational and Technical Education Contents},
journal = {International Journal of Scientific Research in Multidisciplinary Studies },
issue_date = {10 2023},
volume = {9},
Issue = {10},
month = {10},
year = {2023},
issn = {2347-2693},
pages = {17-22},
url = {https://www.isroset.org/journal/IJSRMS/full_paper_view.php?paper_id=3319},
publisher = {IJCSE, Indore, INDIA},
}

RIS Style Citation:
TY - JOUR
UR - https://www.isroset.org/journal/IJSRMS/full_paper_view.php?paper_id=3319
TI - Students Experiences in Edutainment Apps for Learning Vocational and Technical Education Contents
T2 - International Journal of Scientific Research in Multidisciplinary Studies
AU - Kabiru Abdullahi, Ahmad A. Deba, Jamilu M. Chedi
PY - 2023
DA - 2023/10/31
PB - IJCSE, Indore, INDIA
SP - 17-22
IS - 10
VL - 9
SN - 2347-2693
ER -

93 Views    144 Downloads    42 Downloads
  
  

Abstract :
Edutainment is a mobile app that can run on android devices consists of knowledge and entertainment to support learning; it plays a vital role at supporting learning and community development. The students of technical colleges often spend considerable amount of their time on the use of android phones to play games, watch videos, chart with friends and family. Therefore this study aimed at accessing how often students of national technical certificate (NTC 1 to 3) use edutainment to improve their academic achievement. The research embraced descriptive poll design. The study was directed by three study questions with corresponding hypotheses. The 3220 students of technical colleges in Bauchi state comprises the population of this research work, while 780 students of national technical certificate (NTC 1 to 3) were randomly selected from three sampled technical colleges. Structured questionnaire was utilized to collect data while the data analysis was done using descriptive statistics and hypothesis was test using inferential statistics. The result of this study exposed that, students of national technical certificate are yet to embrace edutainment that runs on android phones in learning. The study recommends that more edutainment apps should be developed to facilitate learning of vocational and technical education.

Key-Words / Index Term :
Edutainment Apps, Students’ Experience, Vocational and Technical Education

References :
[1] B. Hwang, T. Chou, and C. Huang, “Actualizing the Affordance of Mobile Technology for Mobile Learning?: A Main Path Analysis of Mobile Learning Actualizing the Affordance of Mobile Technology for Mobile Learning?: A Main Path Analysis of Mobile Learning,” J. Educ. Technol. Soc., Vol.24, no.4, pp.67–80, 2021.
[2] E. V Yakimenko, “Edutainment as a modern technology of education,” Procedia - Soc. Behav. Sci., Vol.166, pp.475–479, 2015, doi: 10.1016/j.sbspro.2014.12.558.
[3] K. Abdullahi, A. A. Deba, and J. M. Chedi, “Video Production and Validation for Teaching Transmission and Utilisation of Electricity Concept at the Nigerian Upper Basic Education Level,” Int. J. Sci. Res. Multidiscip. Stud., Vol.8, no.5, pp.75–81, 2022, [Online]. Available: www.isroset.org.
[4] B. Adriana, C. Camilleri, and M. A. Camilleri, “Mobile Learning via Educational Apps?: An Interpretative Study,” 2019.
[5] Ç. ?ule Korkmaz, “Language Games as a Part of Edutainment,” Procedia - Soc. Behav. Sci., Vol.93, pp.1249–1253, 2013, doi: 10.1016/j.sbspro.2013.10.023.
[6] K. Sorathia and R. Servidio, “Learning and Experience?: Teaching Tangible Interaction & Edutainment,” Vol.64, pp.265–274, 2012, doi: 10.1016/j.sbspro.2012.11.031.
[7] M. Mohammadi, R. A. Marzooghi, G. Salimi, and S. Mansoori, “Learners ’ Experiences of Mobile Learning in Vocational and Technical Learners ’ Experiences of Mobile Learning in Vocational and Technical Education Courses,” Interdiscip J Virtual Learn Med Sc, Vol.1, pp.64424, 2017, doi: 10.5812/ijvlms.64424.
[8] L. M. Jeno, K. Egelandsdal, and J. Grytnes, “A qualitative investigation of psychological need-satisfying experiences of a mobile learning application?: A Self-Determination Theory approach,” Comput. Educ. Open, Vol.3, no. August, pp.100108, 2022, doi: 10.1016/j.caeo.2022.100108.
[9] S. A. Abdullah, M. S. Saud, and M. H. Mohd, “Establishing Mobile Learning Elements using Competency- Based Education Framework,” J. Tech. Educ. Train., Vol.1, pp.102–111, 2021.
[10] S. Zuhairy et al., “Development of Augmented Reality Applications in Teaching and Learning for a topic of Current and Voltage Division for Technical and Vocational Education,” J. Tech. Educ. Train., Vol.3, pp.125–132, 2021.
[11] Y. Wang et al., “A survey on deploying mobile deep learning applications?: A systemic and technical perspective,” Digit. Commun. Networks, Vol.8, no.1, pp.1–17, 2022, doi: 10.1016/j.dcan.2021.06.001.
[12] M. Sayibu et al., “Social Sciences & Humanities Open Nexus between students ’ attitude towards self-learning , Tencent APP usability , mobile-learning , and innovative performance,” Soc. Sci. Humanit. Open, Vol.4, no.1, pp.100217, 2021, doi: 10.1016/j.ssaho.2021.100217.
[13] M. Nor, H. Hasrol, A. Abdul, and M. Ibrahim, “Instructional Design and Learning Theory on the Development of C ++ Programming Multimedia Content,” Procedia - Soc. Behav. Sci., Vol.67, no. November 2011, pp.335–344, 2012, doi: 10.1016/j.sbspro.2012.11.336.
[14] FGN, “National policy on Education (Revised), Lagos: Federal Ministry of Information Printing Division.,” 2013.
[15] P. Poláková, “ScienceDirect ScienceDirect Use of a mobile learning application the process of foreign vocabulary learning Use of a mobile learning Petra application Poláková in the process of foreign vocabulary learning,” Procedia Comput. Sci., Vol.207, pp.64–70, 2022, doi: 10.1016/j.procs.2022.09.038.
[16] T. Pasawano, “Results of enhanced learning with the edutainment format,” Procedia - Soc. Behav. Sci., Vol.176, pp.946–951, 2015, doi: 10.1016/j.sbspro.2015.01.563.

Authorization Required

 

You do not have rights to view the full text article.
Please contact administration for subscription to Journal or individual article.
Mail us at  support@isroset.org or view contact page for more details.

Go to Navigation