Conceptual Understanding in Projectile Motion Using Computer Aided E-Games Among Grade 9 Students

Aim: This study aimed to determine whether incorporating E-games into the lesson plan could significantly improve student learning outcomes compared to traditional methods.The objectives focused on evaluating the pre-test and post-test performance of students, assessing the impact of E-games on conceptual understanding, and examining how these games were effectively integrated into the structure of the developed lesson plan. Methodology:The study employed a quasi-experimental design using a nonequivalent pre-test-post-test approach.Respondents were selected based on their Group Assessment of Logical Thinking (GALT) scores to ensure balanced grouping. Results:The findings revealed that the experimental group, which used computer E-games, achieved higher and more consistent post-test scores, demonstrating the effectiveness of game-based learning. Conclusion:The study concluded that incorporating E-games into the lesson plan enhances student understanding of projectile motion and suggested that integrating technology-based instructional tools be considered to improve science education.

Publication Details

Journal
International Journal of Open-access Interdisciplinary and New Educational Discoveries of ETCOR Educational Research Center (iJOINED ETCOR)
Published
2025-05-22
DOI
https://doi.org/10.63498/etcor330
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Conceptual Understanding in Projectile Motion Using Computer Aided E-Games Among Grade 9 Students

International Journal of Open-access Interdisciplinary and New Educational Discoveries of ETCOR Educational Research Center (iJOINED ETCOR)
Educational Games and Gamification
article

Conceptual Understanding in Projectile Motion Using Computer Aided E-Games Among Grade 9 Students

article en

Abstract

Aim: This study aimed to determine whether incorporating E-games into the lesson plan could significantly improve student learning outcomes compared to traditional methods.The objectives focused on evaluating the pre-test and post-test performance of students, assessing the impact of E-games on conceptual understanding, and examining how these games were effectively integrated into the structure of the developed lesson plan. Methodology:The study employed a quasi-experimental design using a nonequivalent pre-test-post-test approach.Respondents were selected based on their Group Assessment of Logical Thinking (GALT) scores to ensure balanced grouping. Results:The findings revealed that the experimental group, which used computer E-games, achieved higher and more consistent post-test scores, demonstrating the effectiveness of game-based learning. Conclusion:The study concluded that incorporating E-games into the lesson plan enhances student understanding of projectile motion and suggested that integrating technology-based instructional tools be considered to improve science education.

International Journal of Open-access Interdisciplinary and New Educational Discoveries of ETCOR Educational Research Center (iJOINED ETCOR)Vol. 4(2)
Quality Education
Openalex Percentile: Top 89%
Educational Games and Gamification
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Conceptual Understanding in Projectile Motion Using Computer Aided E-Games Among Grade 9 Students · International Journal of Open-access Interdisciplinary and New Educational Discoveries of ETCOR Educational Research Center (iJOINED ETCOR) (2025) | TGRS Research Map | TGRS