An SPSS Analysis of The Effects of a Smartphone Game That Incorporates Learning

Author:

Nirmala Shivram Padmavat1

Affiliation:

1. Nutan Mahavidyalaya Selu, Maharashtra, India.

Abstract

A mobile game for smartphones with an educational purpose attempts to amuse players while simultaneously delivering educational information and encouraging the development of skills and expertise. In order to create an exciting and stimulating learning experience, these games work to combine fun and engagement with instructional components. Players can engage in game play elements and challenges inside these games that are intended to promote creativity, problem-solving, and learning. The educational material covers a wide range of academic topics, including maths, science, language study, history, geography, & critical thinking. Mobile learning games' ability to enhance education by actively involving students, promoting knowledge acquisition, and enhancing motivation is the main research emphasis. Research can look at how these games affect learning outcomes, what motivates involvement, how they can be customised, how they can transfer skills, how they can be assessed, and how they affect educational inequalities. Understanding these factors can help educators design evidence-based solutions and successfully integrate game-based learning techniques into classroom settings. For statistical analysis purposes, the software programme known as SPSS, or Statistical Package für Social Sciences, is widely used in a variety of fields, including business, research on markets, healthcare, and the social sciences. The IBM-developed statistical analysis tool SPSS provides a wide range of tools and approaches for managing, preparing, and analysing data. Using the extensive tools and capabilities offered by SPSS, researchers and analysts can successfully carry out tasks like data purification, manipulation of data, and data transformation.

Publisher

REST Publisher

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