การพัฒนากิจกรรมการเรียนรู้โดยใช้เทคนิคเกมมิฟิเคชัน เพื่อพัฒนาผลสัมฤทธิ์ทางการเรียนคณิตศาสตร์ เรื่องความน่าจะเป็น ของนักเรียนชั้นมัธยมศึกษาปีที่ 4 (Develop Learning Management Using Gamification Technique to Develop learning Achievement in Probability of The 10th Grade Students)

Authors

  • ชนาภัทร์ สุทธิพันธ์ (Chanapat Suttipan) คณะศึกษาศาสตร์ มหาวิทยาลัยศิลปากร

Keywords:

Learning management, Gamification technique, Literature-based Approach, Probability

Abstract

            This research aimed 1) Develop learning management using Gamification technique to develop learning achievement in probability of the 10th grade students 2) Comparing pre and post learning management using Gamification technique achievement. Population in this study were Matthayomsueksa 4 of Salatuekwittaya School. The sample, selected by Purposive Sampling, comprises 38 Matthayomsueksa 4/2 during the second semester of the 2020 academic year. The contents in this study were based on The Basic Education Core Curriculum B.E. 2551 (A.D. 2008) in Mathematic 2 (Probability). The instruments used in this study include: lesson plans of probability using the Gamification technique and a learning achievement test. The collected data were analyzed by mean, standard deviation, and dependent t-test

               The results showed that 1) The develop learning management using Gamification technique impact of motivated learning behavior, engaged interaction with instructor 2) The students’ learning achievement on Gamification technique were significantly higher than before using Gamification technique at the .05 level

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Published

2021-10-19

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Section

มนุษยศาสตร์ สังคมศาสตร์ และศิลปะ