Ijlter Paper
Ijlter Paper
Ijlter Paper
1. Introduction
In the face of challenging experiences of the present time, one needs to advance
and create diverse and innovative solutions for what seems like a problematic
life task. In Nigeria, Social Studies is a mandatory discipline at the Basic
Education level. Irrespective of the ethnic, racial and cultural differences, Social
Studies is seen as a tool for building and creating a robust Nigerian nation. With
recent modifications or changes in the Upper Basic Social Studies curriculum,
what still dominates Social Studies classrooms is the lecture strategy with no
quality or lasting learning outcomes (Essien et al., 2015). Teachers generally rely
©Authors
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0
International License (CC BY-NC-ND 4.0).
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on the lecture strategy for imparting Social Studies knowledge and skills. This
lack of an inventive, creative teaching strategy and critical progression in Social
Studies lessons and classrooms can be linked to teachers’ disinclination to learn
and use novel and creative teaching strategies. Also, the dictate of high-stakes
experimentation and execution involves students’ churning out factoids to grasp
the content. Thus, there is a lack of real motivation for teachers or students to
learn more than a particular fact. Any challenging of the subject matter is
regarded as unnecessary and unimportant. According to Wood (2011), the
typical Social Studies classroom inhibits critical and creative thinking and
strengthens the idea that facts and information are unchangeable and not free for
criticism or interpretation. Students stuck in this type of Social Studies classroom
or environment quickly discover that they are bored and helpless, having been
taught from the standpoint that Social Studies is an assemblage of useless
inconsequential knowledge.
In the expository strategy, learners are passive and collect information that can
be reclaimed when the teacher requires it from them (Tarman & Kuran, 2015).
However, evidence has shown that knowledge gained through an active
discussion strategy is generally retained better than knowledge gained through
a lecture strategy. Furthermore, according to Jack and Kyado (2017), students
more often favour active participation in discussion than being inactive or
passive in a lecture. Through meaningful or fruitful learning, Social Studies
learning need no longer be a matter of memorisation facts and principles that
cannot be applied to novel problem-solving situations (Shear, 2016). Students are
given the means and the opportunity to participate actively in the teaching and
learning situation in activity-based learning, unlike in the conventional
pedagogical strategy.
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2. Literature Review
2.1 Simulation-Game Pedagogical Strategy
As indicated by Mozelius et al. (2017), a simulation game denotes a board game,
or those various teacher-made games for teaching and learning purposes. The
focus of these pedagogical games is usually on the socioeconomic, religious,
political and aspects of society. A variety of games is accessible which cover
substantial areas of the Social Studies programme. The varieties include, among
others, chess, tug of war, Diplomacy, Monopoly, Risk, Die Macher, Scrabble, and
Hacienda, among others (Nja et al., 2019). Ochoyi (2018) opined that simulation-
assisted learning merges distinctive characteristics that make it appropriate to
situations where the emphasis is on interactive or cooperative learning. It
produces excitement, enhances learning and almost mirrors the real-life world.
They refer to simulation games as contrived or artificial activities which match
some facet of reality. A simulation game is a representation of a real social or
physical situation reduced to manageable sizes to serve a particular function or
purpose. It is any environment or game among challengers functioning under
rules towards achieving a goal such as winning, or a victory. It has two
features, namely overt rivalry or competition, and rules.
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with the study during the learning process (Rashtchi & Beiki, 2015).
Brainstorming can be utilised in all relevant facets of learning.
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3. Theoretical Background/Framework
The present study is grounded on Albert Bandura’s (1999) social cognitive
learning. The theory accentuates the importance of observation and modelling in
the actions, attitude, and emotional reactions or responses of others. Therefore, it
centres on learning by modelling and observation. Social cognitive learning
theory explains how both cognitive and environmental factors interact to affect
human learning and conduct. Its emphasis is on learning within a social setting
or framework. As indicated by Bandura (1999), people learn from each other’s
ideas through observational learning, imitation, and modelling. This theory is
pertinent to this study because its propositions are traditionally considered
necessary ingredients required for activity-based teaching.
Simulation
Games
Social Studies
Learning Outcome
Brainstorming
Test (SSLOT)
Control
Condition
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4. Methodology
4.1 Study Design
The research design was quasi-experimental. The design encompassed three
groups, namely two experimental groups (EGs) and one control group (CG). The
pedagogical strategies include simulation games (SGs) and brainstorming as
treatment or intervention, and the traditional lecture strategy was utilised for the
control group. The study design signifies the following:
4.2 Participants
Participants are all Upper Basic Education 2 students of the public schools in
Delta and Edo States, Nigeria. The study sample consisted of 180 Basic 2 (Upper)
students who constitute 0.22% of the total population as the study was an
experimental study. The multistage sampling method at four levels through the
balloting method was utilised to select the study sample. The first level of
sampling was the senatorial districts which were used as the sampling units. For
the second level of sampling, a local government area was randomly selected. In
the third level of sampling, a school was chosen from the local government areas
by means of a balloting method. The judgemental approach was employed in
selecting all the students from the six (6) schools. Furthermore, a class of Upper
Basic level eight was sampled as the fourth sampling level from each school.
All the students in that class from the six (6) government secondary schools were
the experimental study subjects. In selecting the schools for the study, only
mixed schools were considered as appropriate for the research as gender was a
variable that was investigated. The ballot method was used to assign these
schools to either the experimental or control groups. The schools selected were
sufficiently far off from each other, and no school had double treatment to
prevent interference. Specifically, the topics were not taught at any school before
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the start of the experiment. The classes used in the research were carefully
chosen using a die.
4.3 Instrument
The instrument employed for the study was a test instrument titled “Social
Studies Learning Outcome Test” (SSLOT) (see Appendix 1). The SSLOT
contained fifty (50) items (multiple choice) which were Social Studies topics
taught in Upper Basic level 2 during the period of experimentation. The test
items were spread to cover the following topics: Drugs abuse, Harmful
substances and Drug trafficking. In constructing the test, a specification table
was worked out. It was a two-dimensional table showing the test objectives and
the content to be tested. In drawing up the SSLOT, the researcher took
cognisance of the taxonomy of objectives in the cognitive domain using three
cognitive reasoning skills: Remembering, Understanding and Thinking (RUT).
The items were shared around the three levels of Remembering (25%),
Understanding (50) and Thinking (25), all totalling 100%.
UNDERSTANDING
THINKING 25 %
SYLLABUS SECTIONS
50%
% TOTAL
Drug abuse 28% 3 6 3 12
Drug trafficking 32% 4 9 4 17
Harmful substances 40% 6 10 5 21
Total 100% 13 25 12 50
The students selected for the experiment (experimental group) were taught
Social Studies content three days per week with each lesson lasting 40 minutes
per period, making a total of 120 minutes a week. Students were pretested with
the SSLOT to establish their learning outcomes level prior to experimentation.
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The control groups were instructed using only the lecture strategy and both a
pretest and posttest were administered. The teaching and test administration
were done simultaneously in the six schools.
5. Results
RQ 1
Will a simulation-game pedagogical strategy lead to enhanced students’ learning
outcomes?
Ho1
Students’ involvement in simulation-game strategies will not improve their
learning outcomes.
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RQ 2
Will students instructed by means of a brainstorming pedagogical strategy
improve their learning outcomes?
Table 5 shows that students instructed using brainstorming had a mean score of
50.77 and a standard deviation of 12.28 in the pretest and a mean score of 64.46
and standard deviation of 13.14 in the posttest, making a pretest-posttest
learning outcome gain to be 13.69. The result showed that students instructed
using a brainstorming pedagogical strategy had better learning outcomes in the
posttest than in the pretest.
Ho2
Students’ involvement in brainstorming conditions will not improve their
learning outcomes.
RQ 3
Will there be a difference amongst brainstorming, simulation games, and lecture
strategies on students' learning outcomes in Social Studies?
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Table 7 shows that at pretest, students' mean score when exposed to simulation
games was 53.34, which was better than the pre-test total mean of 49.90.
Brainstorming had a mean score of 50.77, which was also better than the pretest
total mean (49.90), while the lecture method pretest mean score was 45.60 which
was lower than the total mean of 49.90. However, at the posttest, the simulation
games had a mean score of 70.78, which was better than the total mean of 63.54
and a learning outcome gain of 17.44 which was better than the grand mean gain
of 13.63. The brainstorming strategy mean score at the post-test was 64.46, which
was also better than the total mean of 63.54 while the learning outcome gain of
13.69 was slightly better than the learning outcome gain of 13.63.
Simultaneously, the control groups had an overall mean score of 55.37 that was
less than the total mean of 63.54 and a learning outcome gain of 9.77, which was
lower than the total learning outcome gain. Thus, the table's results indicate that
students exposed to brainstorming and simulation strategies attained a better
score than the control group. In effect, simulation games proved to be superior
to both brainstorming and lecture strategies in enhancing students' learning
outcomes. On the other hand, the brainstorming strategy proved to be better
than the lecture strategy in improving students' learning outcomes.
Ho3
There is no statistically significant difference among simulation game,
brainstorming and lecture strategies on students’ learning outcomes.
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was rejected. To prove the difference among the groups, Scheffe’s posthoc was
used. The outcome is presented in Table 9.
Table 9 indicates that significant differences existed between the posttest mean
scores among the different groups. According to the results of Scheffe’s posthoc
analysis, there is a significant difference among the groups of simulation (70.79),
brainstorming (64.45) and control (54.27). From the result, the simulation
pedagogical strategy was superior to both the brainstorming pedagogical
strategy and the lecture pedagogical strategy as it obtained the highest mean
score. However, brainstorming also proved to increase learning outcomes more
significantly than the lecture strategy did.
The posthoc scores proved that the experimental groups differ significantly from
the control or lecture group. These pairs contributed to the observed significant
differences among the three strategies on students’ learning outcomes. Thus, the
hypothesis which stated there is no significant statistical difference among the
three pedagogical strategies or methods on students’ learning outcomes was
rejected.
6. Discussion
Simulation games and brainstorming pedagogical strategies have been proved
to increase and boost learning outcomes more significantly than the lecture
strategy. Students instructed using a simulation-game pedagogical strategy
improved more than students tutored by means of the lecture strategy.
Similarly, students taught with a brainstorming pedagogical strategy had
significantly better learning outcomes than those instructed using the lecture
pedagogical strategy. The result supports the views of Balasubramanian and
Brent (2010), Ezeudu and Ezinwanne (2013), Ahmad et al. (2013), Beuk (2015),
Rashtchi and Beiki (2015), Owo et al. (2016) and Dankbaar et al. (2016), who had
earlier testified that students instructed using a simulation-game pedagogical
strategy demonstrated better learning outcomes than those students instructed
by means of the lecture strategy. However, this finding is in contrast with that
of Hsu et al. (2011) who proved that simulation games did not improve students'
learning outcomes. Furthrmore, this study’s results also confirmed the findings
of Mehr et al. (2016) and Jack and Kyado (2017), namely that the use of a
brainstorming pedagogical strategy enhanced students’ learning outcomes more
than the lecture strategy did. However, this finding disagreed with those of
Hashempour et al. (2015) and Owo et al. (2016).
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The limitations of students’ learning outcomes are that they may be given
greater importance than they deserve. They may be treated as sacrosanct,
whereas learning outcomes are merely the end product of a value judgement on
the teachers’ part. It may lead to turning out students who are undoubtedly
well-trained in particular areas but are inadequate in a broad range of skills,
desirable attitudes and abilities associated with a comprehensive education.
7. Study Limitations
The study was conducted using Social Studies teachers; however, their
personalities, experience and attitudes were not considered, which may have
affected the study results. The content used was also limited to what is in the
school syllabus. It is believed that the application of more units of instruction
might make for a better generalisation of the study results.
8. Conclusions
The aims of the study were established. This study proved the effectiveness of
simulation games and brainstorming pedagogical strategies as well as the
superiority of simulation game strategy to brainstorming and the lecture
strategies in enhancing students’ learning outcomes. It was concluded in the
study that if Social Studies teachers embrace simulation games, students will
achieve better Social Studies learning outcomes. Thus, rather than limiting
students at the upper basic education level to conventional pedagogical strategy,
introducing modern pedagogical strategies for teaching such as simulation-
game and pedagogical brainstorming strategies will help students improve their
learning outcomes.
The study could provide teachers with the desired information to design and
adopt the right teaching strategies to suit varied learners and enhance students’
learning outcomes in Social Studies. Similarly, the study could provide Social
Studies researchers with areas for future research in instructional strategies. It
could also help authors and publishers in their presentation of content to
readers.
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10. Recommendations
i) In-service teachers should be appropriately trained through seminars and
conferences on modern pedagogical strategies such as brainstorming and
simulation games for better Social Studies pedagogical strategies.
ii) Educational institutions charged with training teachers responsiblyshould
restructure the methodology course to include simulation games and
brainstorming pedagogical strategies. This will ensure that Social Studies
teachers are effectively trained in employing these Social Studies teaching
strategies. iii) Social Studies textbook writers should include explicit instructions
and illustrations in their textbooks for applying these strategies to enable
teachers to utilise in teaching.
Acknowledgements
The authors would like to thank the participants in this study.
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Appendix 1
Social Studies Learning Outcome (SSLOT) Instrument
Time: 1hr
INSTRUCTIONS: ATTEMPT ALL QUESTIONS
Choose from the options lettered A-E the one that best answers each of the
following questions and write out in your answer sheet the correct letter only.
Give only one answer to each question.
1. One of these is NOT a symptom of drug abuse: A. Depression; B. Violent
behaviour tendencies; C. Impaired vision; D. Lack of sleep; E. Good health.
2. ……. is the name of the agency responsible for the control and prevention of
harmful substances. A. NECO; B. EFCC; C. NURTW; D. NAFDAC; E.
NDLEA
3. ……… is one of the ways to prevent trafficking in drugs. A. Education;
B. Conflict; C. War; D. Disturbance; E. Greed.
4. All of the following ways would help to discourage drug abuse EXCEPT........
A. strict penalties on drug offenders;
B. education. C. constructive use of time;
D. choosing good friends. E. belonging to cult.
5. The following are factors responsible for drug trafficking EXCEPT ……
A. bad nation economy; B. education; C. greed; D. poverty;
E. unemployment.
6. The agency responsible for controlling and preventing drug abuse and drug
trafficking is called …. A. NDLEA; B. ICPC; C. EFCC;
D. FRSC; E. JAMB.
7. The following are the effects of harmful substances EXCEPT……………. A.
vomiting; B. death; C. good health; D. ill health; E. frequent stooling.
8. The following are the consequences of drug abuse to the individuals
EXCEPT…
A. mental disorder; B. poor attitude to work; C. good health; D. brain fatigue;
E. long disease.
9. The process whereby a person prescribes drugs for him- or herself is called….
A. acceptance;
B. drug abuse; C. discipline; D. protection; E. injection.
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10. These are the negative impacts of drug trafficking on a country’s economy
EXCEPT …. A. currencies are buried underground; B. leads to death of
victims; C. increases development; D. increases crime rate; E. increases
money laundry.
11. One of the following is correct about harmful substances EXCEPT ….. A. can
make people sick; B. can lead to diabetes; C. healthy growth; D. can be
destructive to the body; E. damage to internal organs.
12. Which of the following is NOT a consequence of drug abuse on the
individual? A. good nutrition; B. death;
C. mental illness; D. depression; E. leads to crime.
13. A powerful person in an organisation that deals in illegal drugs is called…
A. Drug baron; B. Distributor; C. Drug officer; D. Drug master; E. Drug
seller.
14. ……… is the misuse or excessive consumption of drug. A. Drug trafficking;
B. Medication; C. Drug abuse; D. Treatment; E. Operation.
15. Food that has been exposed to insects is called….. A. stale food; B. good
food; C. infested food; D. expired food; E. rotten food.
16. The following are some of the causes of drug abuse EXCEPT… A. emotional
disturbance; B. broken homes; C. desire to feel high; D. education; E.
curiosity/ experiment.
17. …… food’s life span has been outlived. A. Expired; B. Rotten; C. Stale; D.
Immature; E. Infested.
18. One who sells illegal drugs is called …… A. drug baron; B. drug dealer; C.
drug carrier; D. drug runner; E. drug addict .
19. The following are the consequences of drug abuse on the community
EXCEPT…. A. development of gangsters; B. insecurity of lives and
properties.
C. increase in crime; D. destruction of the youths in the community;
E. growth and development of the community.
20. The following are consequences of drug trafficking EXCEPT ……
A. Bad image for the country; B. shame and disgrace;
C. improved education; D. Imprisonment;
E. Death penalty.
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