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Does Augmented Reality Strategy (ARS) Outperform Lecture
Method (LM) in Teaching Goodwill Account?
Abanum Collins I.
1
, Dr. B. O. Alabi
2
, Prof. M.O. A Akinpelu
3
, Akintula Oluwashina Elijah
4
, Aina
Jeremiah Oluwafemi
5
1,2,3
Department of Science and Technology Education, Faculty of Education, Lagos State University, Ojo,
Nigeria
4
Lagos State Teaching Service Commission, Nigeria
5
Department of Educational Technology, Lagos State University of Education, Oto/Ijanikin, Nigeria
DOI: https://doi.org/10.51244/IJRSI.2025.120800088
Received: 09 July 2025; Accepted: 16 Aug 2025; Published: 08 September 2025
ABSTRACT
This study investigates whether the use of Augmented Reality Strategy (ARS) leads to better academic
achievement in goodwill account compared to the traditional Lecture Method (LM). Guided by one research
question and its corresponding null hypothesis, the study employed a quasi-experimental design with pretest-
posttest experimental and control group arrangement. The sample consisted of Senior Secondary School II
students from Lagos State, Nigeria, who were taught using either ARS or LM. Achievement scores were
measured using Partnership and Goodwill Account Achievement Test (PGAAT). Analysis of covariance
(ANCOVA) revealed a statistically significant difference in favor of ARS, with the instructional strategy
accounting for approximately 41.9% of the variance in student achievement. These findings suggest that ARS
significantly enhances students’ understanding and retention of complex accounting concepts compared to
traditional lecture-based instruction. This study contributes to the growing body of evidence supporting the
integration of immersive technologies in financial accounting education and provides insights for educators
and curriculum planners seeking innovative teaching approaches.
Keywords: Academic Achievement, Augmented Reality Strategy, Financial Accounting, Lecture Method,
Goodwill Account, Technology-Enhanced Learning.
Background of the Study
The traditional Lecture Method (LM), which dominates many Nigerian secondary school classrooms, has long
been criticized for promoting passive learning and rote memorization rather than deep conceptual
understanding (Damodharan & Rengarajan, 2016). This is particularly evident in the teaching of abstract
concepts like goodwill valuation in financial accounting, where students often struggle to grasp theoretical
principles and apply them in practical contexts (Adedokun-Shittu et al., 2020). The reliance on LM has led to
consistently poor student performance in areas such as partnership and goodwill account, especially during
standardized examinations like WASSCE (Ogunu, 2015).
In contrast, emerging technologies offer promising alternatives. Augmented Reality Strategy (ARS), an
immersive and interactive instructional method, has shown potential in transforming how complex topics are
taught by providing learners with visual, contextual, and dynamic representations of abstract ideas (Ziden et
al., 2022). ARS enables students to engage with 3D models and simulations that enhance comprehension,
memory retention, and problem-solving skillscritical competencies for mastering financial accounting
concepts (Belda-Medina & Calvo-Ferrer, 2022). Unlike conventional 2D teaching materials, ARS allows
students to manipulate virtual objects and explore multiple perspectives, making it particularly effective for
visualizing intricate financial transactions.
Given the increasing technological readiness of students and the urgent need for innovative pedagogical
approaches in Nigerian schools, this study explores whether ARS significantly enhances student achievement
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in goodwill account compared to the traditional lecture method. It aligns with global calls for education reform
that prioritize learner-centered, technology-enhanced strategies capable of improving both knowledge
acquisition and application in real-world settings (Akçayir & Akçayir, 2017).
Statement of the Problem
The traditional Lecture Method (LM), which remains widely used in teaching Financial Accounting in
Nigerian secondary schools, has been found to be ineffective in promoting deep understanding of abstract
concepts such as goodwill valuation (Dima & Obunadike, 2017). Students taught using this method often
struggle to apply theoretical knowledge to real-life financial situations, resulting in poor academic performance
(Ogunu, 2015). This problem is further exacerbated by the passive learning environment created by LM, which
limits student engagement and conceptual mastery. There is a growing need for innovative instructional
strategies that can enhance comprehension and retention of complex accounting topics. Augmented Reality
Strategy (ARS) offers an immersive and interactive alternative that may bridge this gap. However, empirical
evidence comparing the effectiveness of ARS and LM in teaching goodwill account remains limited in the
Nigerian educational context.
Research Question
Would there be any difference in the mean achievement scores of students taught partnership and goodwill
account using ARS and LM?
Research Hypothesis
There would be no statistically significant difference in the mean achievement scores of students taught
partnership and goodwill account using ARS and LM.
METHODOLOGY
Design
The study adopted an explanatory sequential mixed-methods design, integrating quantitative and qualitative
approaches. The quantitative phase utilized a quasi-experimental method with pre-tests and post-tests for
experimental (ARS) and control (LM) groups. The qualitative phase involved in-depth interviews to
contextualize quantitative findings, incorporating three independent variables: Teaching Method (ARS vs. LM)
and Gender (male vs. female) with dependent variables being academic performance.
Population and Sampling
The target population comprised Senior Secondary School II (SSII) students offering Financial Accounting in
Education District V, Lagos State. Two schools, Gaskiya Senior College (control, n=76) and Ajeromi Ifelodun
Senior High School (experimental, n=41), were purposively selected from four zones (Ajeromi-Ifelodun,
Amuwo-Odofin, Badagry, Ojo). Intact classes were used to ensure robust data, with geographical separation
minimizing intergroup contact.
Instruments
Three instruments were developed:
Partnership and Goodwill Account Achievement Test (PGAAT): 40 multiple-choice items from past
WASSCE questions, assessing academic performance.
Accounting Student Technology Proficiency Questionnaire (ASTPQ): Assessed technology proficiency,
with scores categorized as high (≥60), average (40–59), or low (<40).
Students’ Perception of ARS Interview Guide: Captured qualitative insights on ARS experiences.
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Instrument Validation and Reliability
All instruments underwent rigorous validation for construct, content, and face validity through peer reviews,
supervisor evaluations, and pilot testing. Reliability was established as follows:
PGAAT: Guttman Split-Half Coefficient of 0.793.
ASTPQ: Cronbach’s alpha of 0.82.
ARS Interview Guide: Cohen’s Kappa of 0.82 for inter-rater reliability.
Procedures and Analysis
Data collection spanned eight weeks. Permissions were secured from schools, and research assistants were
trained over five days to implement ARS (experimental) and LM (control). The experimental group accessed
AR content via mobile devices and the accosmart website, with real-time support through social media. Pre-
tests and post-tests (PGAAT and ASTPQ) were administered to both groups, with the experimental group using
online tests and the control group using paper-based tests. Qualitative interviews were conducted with 10
experimental group students (5 male, 5 female) in week eight.
Quantitative data were analyzed using descriptive statistics and Analysis of Covariance (ANCOVA) in SPSS
Version 23, controlling for covariates like technology proficiency. Parametric assumptions (normality,
homogeneity, linearity) were verified. Qualitative data underwent thematic analysis to derive insights from
interviews. Null hypotheses were tested at a 0.05 significance level.
RESULT
Research Question
Would there be any difference in the mean achievement scores of students taught partnership and goodwill
account using ARS and LM?
Table 1: Descriptive Statistics of Posttest Achievement Scores of Students in Experimental and Control
Groups
Group
Mean
Std. Deviation
N
Experimental
26.4634
7.26670
41
Control
11.5132
3.66058
76
Total
16.7521
8.84240
117
Figure 1: Means and SD of Posttest Achievement Scores of Students in Experimental and Control Groups
Std. Deviation Mean
25
20
15
10
5
0
26.4634
7.2667
Experimental
11.5132
3.66058
Control
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The experimental group (taught with ARS) scored a mean of 26.46, which is considerably higher than the
control group (taught with Lecture Method), which scored a mean of 11.51. The standard deviation for the
experimental group is 7.27, indicating some variability in scores, while the control group’s standard deviation
is lower (3.66), suggesting more consistency in their (lower) performance. The difference in means between
the two groups is 14.95, which is substantial. The results suggest that students who were taught partnership and
goodwill account using the ARS method performed significantly better, on average, than those taught using the
traditional Lecture Method (LM). This implies that the ARS strategy may be more effective in facilitating
achievement, attitude, and information literacy of partnership and goodwill account concepts.
Research Hypothesis
There would be no statistically significant difference in the mean achievement scores of students taught
partnership and goodwill account using ARS and LM.
Table 2: Analysis of Covariance on the Achievement Scores with Pretest Achievement Scores as Covariate
Source
Type III Sum
of Squares
df
Mean
Square
F
Sig.
Partial Eta
Squared
Corrected Model
6770.244
a
2
3385.122
167.816
.000
.746
Intercept
946.146
1
946.146
46.905
.000
.292
Pretest Achievement
817.614
1
817.614
40.533
.000
.262
Group
1656.489
1
1656.489
82.120
.000
.419
Error
2299.568
114
20.172
Total
41904.000
117
Table 2 presents the results of the Analysis of Covariance (ANCOVA) conducted to test the effect of
instructional strategy (ARS vs. LM) on students’ achievement scores, while controlling for pretest scores. The
main effect of group (ARS vs. LM) is statistically significant, with F(1, 114) = 82.120, p = .000, and a partial
eta squared of .419. This indicates a large effect size, suggesting that the instructional method accounted for
approximately 41.9% of the variance in students’ achievement scores after controlling for their pretest
performance. Since the p-value is less than .05, the null hypothesis is rejected. This means there is a
statistically significant difference in the achievement scores of students based on the instructional strategy
used. The result implies that the Augmented Reality Strategy (ARS) had a significant positive impact on
students’ achievement in partnership and goodwill account compared to the Lecture Method (LM), even after
accounting for prior knowledge or ability.
DISCUSSION
Instructional Strategy and Achievement: There was a statistically significant difference in students’
achievement scores based on the instructional strategy used. Students taught using ARS outperformed those
taught with LM. The instructional strategy accounted for approximately 41.9% of the variance in achievement
scores, indicating a large effect size. It implies that ARS significantly enhances student achievement in
partnership and goodwill account.
The findings from the analysis of covariance (ANCOVA) indicate that the Augmented Reality Strategy (ARS)
significantly enhances students’ achievement in partnership and goodwill account compared to the traditional
Lecture Method (LM). This result aligns with the growing body of evidence suggesting that technology-
enhanced instructional strategies can positively influence academic outcomes, particularly in abstract or
complex subject areas such as accounting (Ezeudu et al., 2023). Specifically, the result showed that ARS
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accounted for approximately 41.9% of the variance in students' achievement scores, indicating a large effect
size. This suggests that integrating immersive and interactive tools like augmented reality into classroom
instruction can lead to substantial improvements in students’ understanding and retention of difficult
accounting concepts such as goodwill valuation and partnership accounts. This finding corroborates earlier
studies by Okoye and Okeke (2021), who found that Nigerian secondary school students exposed to
multimedia-based teaching methods performed significantly better than their peers taught using conventional
approaches.
These findings also support the assertion by Adedokun and Adu (2022) that experiential learning facilitated
through emerging technologies like AR enhances learners’ engagement and conceptual clarity. The visual and
interactive nature of AR may help students visualize abstract transactions and relationships in financial
reporting, which are often challenging when delivered via traditional lecture formats. Furthermore, this study's
outcome resonates with research conducted across sub-Saharan Africa, where scholars have emphasized the
need to adopt innovative pedagogies to improve STEM and business education outcomes (Okeke & Okoro,
2022; Yusuf et al., 2023). In Nigeria, where there is increasing pressure to modernize the educational system
and align it with global standards, these findings offer empirical support for the integration of AR-based
learning in teacher training and curriculum development. It is also worth noting that while the Lecture Method
remains widely used due to its familiarity and ease of implementation, especially in resource-constrained
settings, it appears less effective in fostering deep understanding of complex accounting topics. This echo
concerns raised by researchers like Nwosu and Umoren (2023), who argue that passive learning models fail to
meet the demands of today’s digitally native learners. In summary, this study affirms that instructional strategy
plays a critical role in shaping students’ academic performance, particularly in technical subjects like
accounting. The use of ARS not only improves knowledge acquisition but also makes learning more engaging
and meaningful factors that are essential for long-term academic success.
Abanum, Falade, and Aina (2024) investigated the impact of instructional board games on the academic
performance of primary school pupils in Lagos State, Nigeria. The study employed a quasi-experimental
design with a sample of primary school students. Results indicated that pupils exposed to instructional board
games demonstrated significantly higher academic performance in core subjects compared to those taught
using conventional methods. The interactive and engaging nature of board games fostered active participation,
enhancing retention and understanding of concepts. This suggests that game-based approaches can improve
learning outcomes by making abstract concepts more tangible, a principle potentially applicable to ARS in
Financial Accounting education.
In another study, Abanum, Aina, and Akintula (2024) explored the effect of puzzle games on students’
academic performance in Lagos State. Using a mixed-methods approach, the study found that puzzle games
significantly improved students’ problem-solving skills and academic achievement in various subjects. The
engaging format of puzzles encouraged critical thinking and sustained student interest, leading to better
performance compared to traditional teaching methods. These findings highlight the potential of interactive,
game-based strategies to enhance cognitive engagement, which aligns with the immersive and interactive
qualities of ARS in teaching complex Financial Accounting topics such as partnership and goodwill accounts.
Abanum and Akintula (2022) examined the relative effect of games and simulations on primary school
mathematics performance in Educational District V, Lagos State. The study utilized a quasi-experimental
design, comparing groups taught with game-based simulations to those using traditional methods. Results
showed that students in the experimental group exhibited superior performance in mathematics, attributed to
the simulations’ ability to contextualize abstract concepts and foster active learning. The study underscores the
effectiveness of interactive strategies in improving comprehension and engagement, providing a relevant
parallel to ARS’s capacity to visualize financial concepts interactively.
Ajana, Abanum, and Afolabi (2022) investigated the impact of virtual learning on the academic performance of
junior secondary school students in Ojo, Lagos State. The study employed a quasi-experimental design,
finding that virtual learning significantly enhanced students’ academic outcomes compared to traditional
classroom instruction. The flexibility and accessibility of virtual platforms improved student engagement and
allowed for personalized learning experiences. These findings suggest that technology-enhanced methods, like
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ARS, can improve learning outcomes by offering dynamic and student-centered environments, particularly
relevant for Financial Accounting, where visualization of abstract concepts is critical.
Oyeyemi and Abanum (2022) explored the effects of projector-mediated and demonstration methods on
students’ academic performance in Business Studies in Apapa, Lagos State. The study compared these methods
to conventional teaching, finding that projector-mediated instruction significantly improved students’
understanding and performance due to its visual and interactive nature. Demonstration methods also enhanced
learning by allowing students to observe practical applications of concepts. These results highlight the efficacy
of technology-driven and hands-on approaches, supporting the potential of ARS to enhance Financial
Accounting education through immersive visualizations and interactive learning experiences.
The body of reviewed studies consistently demonstrates that innovative instructional strategies such as board
games, puzzle-based learning, simulations, virtual learning environments, and projector-mediated techniques
outperform traditional teaching methods in enhancing students’ academic performance and engagement across
various subjects and educational levels in Lagos State. These approaches emphasize interactivity, visualization,
and student-centered learning, fostering deeper comprehension and improved retention, particularly when
dealing with complex or abstract concepts.
These findings are highly relevant to the present study on the use of Augmented Reality Systems (ARS) in
Financial Accounting education. Like the successful strategies identified in prior research, ARS leverages
interactive and visual technologies to transform abstract and challenging topics such as partnership and
goodwill accounting into dynamic, experiential learning experiences. The proven effectiveness of such
methods in promoting both cognitive achievement and student engagement provides strong support for the
hypothesis that ARS can significantly enhance students’ academic performance, attitudes toward learning, and
information literacy in Financial Accounting through immersive, technology-enhanced instruction.
From the researcher’s perspective, these results highlight the transformative potential of augmented reality in
reshaping the pedagogy of accounting education. In the Nigerian context, where students often struggle with
abstract subject matter, AR-based instruction offers a promising solution to bridge the gap between theoretical
knowledge and practical understanding. This study contributes meaningfully to the growing discourse on
educational technology (EdTech) integration in African educational settings by providing empirical evidence
that digital innovations like AR can enhance learning outcomes in traditionally difficult disciplines.
As Akintayo and Adeyemi (2023) assert, the future of education in Nigeria depends on embracing emerging
technologies not merely as supplementary tools, but as integral components of modern pedagogy. Therefore,
the researcher advocates for a gradual yet deliberate transition toward technology-integrated teaching
approaches in accounting education. To ensure successful implementation, policymakers, curriculum
developers, and educators must collaborate to provide schools and tertiary institutions with the necessary
technological infrastructure, teacher training, and institutional support for scalable and sustainable adoption of
AR-enhanced learning environments.
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