The Development of Game-Based Learning Activities toward Learning Achievement in Occupation and Technology Subject, Learning Unit 4 Knowledgeable Agriculture of Matthayomsuksa 1 Students at Thamuang Rajbumrung School, Kanchanaburi Province

Authors

  • Tidaporn Tipwaree Bachelor of Education Program in Learning Management (Agricultural Education) Department of Human and Community Resource Development, Faculty of Education and Development Sciences, Kasetsart University, Kamphaengsaen Campus
  • Nirun Yingyuad Department of Human and Community Resource Development, Faculty of Education and Development Sciences, Kasetsart University, Kamphaengsaen Campus
  • Sunthorn Thongsuksai Thamuang Rajbumrung School, Kanchanaburi Province

Keywords:

Game-Based Learning Activities, Game-Based Learning

Abstract

This research aimed to 1) develop game-based learning activities in occupation and technology subject 2) compare the learning achievement of students studying by using game-based learning activities and normal learning and 3) study students’ s satisfaction with game-based learning activities toward learning achievement in occupation and technology subject, learning unit 4 knowledgeable agriculture of Matthayomsuksa 1 students at Thamuang Rajbumrung school. The sample group was obtained by selecting a purposive sample of 1) experimental group: Mathayomsuksa 1/3 students studying in occupation and technology subject, semester 2, academic year 2022, total 39 people and 2) control group: Mathayomsuksa 1/10 students studying in occupation and technology subject, semester 2, academic year 2022, total 39 people. The research instruments consisted of 1) learning achievement test and 2) satisfaction questionnaire. Statistics used in data analysis include mean, standard deviation, t-test statistics and content analysis techniques.The results of research were as follows: 1) learning activities are developed under “game-based learning activity plan” 2) learning achievement of students in the experimental group was higher than the control group with a statistical significance at .01 and 3) the students were satisfied with game-based learning activities at the highest level.

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Published

2024-05-16

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บทความวิจัย