GAMIFICATION AS A STRATEGY FOR IMPROVING STUDENTS’ ACQUIRING ABILITIES IN ELECTRONICS, TELEVISION, AND RADIO IN TECHNICAL COLLEGES IN RIVERS STATE
Keywords:
Gamification, Skills, Skill Acquisition, Technical Colleges, Radio, Television, Electronics WorksAbstract
The study on gamification as a strategy for improving students’ gaining expertise in electronics, radio, and television in Technical Colleges in Rivers State was aimed at identifying the radio, television and electronic works skills required for improving students’ skills acquisition in Rivers State in Technical Colleges. The study was led by two research questions, and two null hypotheses were examined at the significance level of.05. A survey research design was used for the investigation. The study's sample consisted of 65 participants, including 15 RTVEW teachers and 50 RTVEW) from three technical colleges owned and managed by Rivers State Government. Since the population was under control, there was no sampling.To gather information for the study, a questionnaire consisting of twenty items was created.Three professionals validated the instrument.The instrument's internal consistency was assessed using Cronbach's Alpha reliability coefficient, which had an average value of.75.While the ttest was used to test the hypotheses, the mean and standard deviation were used to answer the data gathered for the research questions that served as the study's guide. The study's findings showed that signal processing, broadcast transmission, satellite communication, studio setup and maintenance among others are the broadcast engineering skills were effectively improved with the use of gamification strategy. Also, Sound recording, video camera operation, editing software mastery, audio mixing among others are the audio and video production skills that effectively improved with the use of gamification strategy. In light of the study's conclusions, the researchers suggested that gamified simulations of broadcast equipment like transmitters, mixers, and cameras should be used.