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Impact of Computer Games on Learning Concepts in the Subject of Technology with ICT

Article Number: e2025299  |  Published Online: July 2025  |  DOI: 10.22521/edupij.2025.17.299

Senad Orhani , Kyvete Shatri

Abstract

Background/purpose. In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging students, stimulating their interests, and maintaining their attention. Computer games are an interactive technology that can promote learning in an effective and motivating way, especially among lower secondary school students. Computer game-based learning uses the game as a tool for elaborating learning content. Given this, the purpose of this scientific research is to examine the impact of this computer game on increasing motivation and increasing student success during the process of learning the concepts of integrated circuits, computer hardware, and software concepts.

Methodology. The methodology of this scientific research includes empirical research, where the chosen design is the quasi-experimental method to evaluate the causal impact of the intervention. A quantitative method was used to analyze this study in more detail. The sample consists of 458 students from 12 schools, with students in grade IX from the Republic of Kosovo. The sample was selected using the non-probability method, which is a purposive sample. The instruments for data collection are tests and questionnaires.

Results. The results of this study indicate that the use of computer games in the Technology subject with ICT has a positive impact on academic outcomes and student motivation.

Conclusion. The findings of this study indicate that the use of computer games in the teaching process has significantly improved the academic results of students in the experimental group compared to the control group.

Keywords: Computer games, student motivation, quality of learning, technology in education

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