การพัฒนาผลสัมฤทธิ์และแรงจูงใจในการเรียนรู้ เรื่อง ประโยคโดยใช้การจัดการเรียนรู้ ด้วยเทคนิคเกมมิฟิเคชันสำหรับนักเรียนชั้นประถมศึกษาปีที่ 2 (The Development Of Achievement And Motivation In Learning About Thai Sentences By Using Gamification Technique for students grade 2)

Authors

  • วัทนพร บุญชู (Wattanaporn Boonshu) Watratsattha School, Phetchaburi Primary Educational Service Area District Office 1

Keywords:

Thai Sentences, Motivation, Gamification technique

Abstract

The development of achievement and motivation in learning about Thai Sentences by using gamification technique for grade 2; objective were 1) to compare the learning achievement on the Thai Sentences for grade 2 before and after the learning by using gamification technique.
2) to study of motivation in learning about Thai Sentences for grade 2. And 3) to study of opinions in learning about thai sentences by using gamification technique for students grade 2. The population used in this research was grade 2 at Waratsattha School, Banlaem district Phetchaburi province of academic year 2022, 9 students, who were selected by purposive sampling. The research instrument were a learning management plan for Thai language subjects that were used for gamification technique. An achievement test on the subject of a sentence, a measure of student's motivation in learning. And a questionnaire on the opinions of students towards learning by using gamification technique. The statistics used in the research were mean ( ) standard deviation (S.D.) and t-test dependent.

               The results showed that:

  1. The learning achievement on the Thai Sentences for grade 2 by using gamification technique, after learning management was significantly higher than before learning management at .05 statistically significant level.
  2. Motivation in learning about the Thai Sentences for grade 2 by using gamification technique with overall positive motivation was at high level and overall negative motivation was at moderate level.
  3. Overall opinion towards the learning by using gamification technique for grade 2 was
    at a high level.

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Published

2022-12-29

Issue

Section

มนุษยศาสตร์ สังคมศาสตร์ และศิลปะ