AIOU Solved Thesis 8613 Use Of Educational Games Apps To Engaging Children In Educational Activities

AIOU Solved Thesis 8613 Use Of Educational Games Apps To Engaging Children In Educational Activities

Background

Name of the School (Govt Model Primary School Kot Hussain)

(Overall background of the participants of the project; area/school (socio-economic status, occupation/profession – earning trends of majority of the parents, literacy rate, academic quality, and any other special trait of the community where the school is situated)

GMPS KOT HUSSAIN

GMPS KOT HUSSAIN was situated at main Eminabad Road. There were 6 teachers and 250 students enrolled in the school. The school building was looking very good. There were more than 5 classrooms and staff rooms. Playground, washroom, parking, clean drinking water electricity, and other basic facilities are available for the students.

This action research project titled “EFFECT OF EDUCATIONAL GAMES ON STUDENTS’ LEARNING DURING COVID-19 AT PRIMARY LEVEL” at GMPS KOT HUSSAIN.

Demographic details of participants: For the present research 30 participants were selected from the School students, their ages were between 12- 16 years. 2 teachers were selected as respondents. Among 30 students, there are 15 girls and 15 boys thus they make a total of 30 students and 2 teachers as a sample for the present research. So the total sample size was 32 respondents.

The socio-economic condition of participants: The socio-economic status was not on the level of satisfaction. Students participating in this research belong to a category whose socio-economic conditions are not good. Such families don’t have enough means to manage the expenses of their children’s studies. The participants belong to middle-class families who don’t have rich sources for learning. Thus, they very much rely on school teachers and the curriculum.

Location of the school: The present research is conducted in a Government Model Primary school “GMPS Kot Hussain” which is situated in the district of Gujranwala.

The school has great discipline and is very organized in the teaching curriculum test board. The school also shows a great 80-90% annual result every year. Hence it has a very good ratio of passing students every year.

Occupation / Profession and earning trends:

That’s was the rural area most people are attached with agriculture were 25% parents of the students attached with agriculture, 5% in teaching profession .2 % people were working in offices and well-educated jobs and remaining were laborers.

Literacy Rate:

I notice that the literacy rate of the village was not so bad. Literacy rate 35 percent but it was good other than around the villages. Parents’ meetings were arranged in school then I observed the literacy rate of the village. Almost 20% of parents were well educated and other parents were illiterate.

Special Traits of Community:

The community where the school was situated has good hobbies like a gardening, plantation, and playing cricket, football. Students participate in games and then go to a high level. The private school was present in this village. People respect teachers.

Theme:

Managing children at home

Sub-theme:

Using educational Games /Apps

Topic:

USE OF EDUCATIONAL GAMES APPS TO ENGAGING CHILDREN IN EDUCATIONAL ACTIVITIES”.

1.Why did you select this specific sub-theme and topic? Relate it to your experience/problem in your classroom/institution.

(Give the background and rationale of the study)

The reason behind the selection of the topic: This action research was designed to investigate the role of technology in the development of students’ learning during COVID-19. Although, the present topic has been selected for the research because this issue is faced by all the parents during COVID-19. This study is to gain awareness about technology and students’ learning. “ “This research provides insight to determine the effectiveness of the communication in students. “.“ This study will help the school environment in improving their Classroom environment Strategies which ultimately lead to self-motivation among students regarding communication skills, student concentration, and increase the achievement level of the students as well.

The purpose of this study was to investigate the Effect of Educational Games and APPS on the learning of students. The objective of this study was to investigate the students learning and how it influenced by Educational Games and Apps. Because in this era of technology and social media, almost every person is engaged in these activities which influenced their health and other activities.

The use of YouTube videos among students has reached high levels and has affected their study time, poor grammar, and wrong spellings when socializing on YouTube videos as well as diverting their attention from their studies. Students spend much of their study time on social networks than in their academic undertakings and it has affected their Grade Point Average (GPA). Investigation on the impact of YouTube videos was done here in Malaysia which focused on student’s Pronunciation in tertiary institution just a few research has been done so far in the tertiary institution pertaining to this topic and the researcher’s respondent were information technology students.

The advanced and improved usage of social media platforms such as Facebook has become a worldwide phenomenon for quite some time. Though it all started has been a hobby for several computers literate individual has changed to become a social norm and existence-style for students around the world. According to the principal of the school, the students and teenagers have especially recognized these social media platforms to be able to contact their peers, share information, reinvent their personas, and showcase their social life.

AIOU Solved Thesis 8613 Use Of Educational Games Apps To Engaging Children In Educational Activities

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