The Effects of Using Learning Package by Game-Based Learning Approach to Promote Self-care Skills in Daily Routine of Young Children
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Abstract
The objective of this study was to study the effects of using learning package by game-based learning approach to promote self-care skills in daily routine of young children. The subjects were 14 boys and girls age between 4-5 years old studying in kindergarten level 2 in the second semester of academic year 2024, Watklangklongsrabua School in Ayutthaya province. The instruments used in the study were 1) “I can do” board game learning package by game-based learning approach 2) 32 learning experience plans of self-care skills of young children in daily life 3) The self-care skills of young children in daily life assessment form. Quantitative data were analyzed by mean and standard deviation and qualitative data were analyzed by content analysis. The study found that young children had self-care skill mean scores before using “I can do” board game learning package by game-based learning approach was 30.00 and standard deviation was 6.52. And after using board game learning package, the mean scores was 45.29 and standard deviation was 4.36. In the other words, young children had higher self-care skill mean scores after using board game learning package. Young children were able to take care of themselves in terms of eating, washing and grooming, toileting and dressing appropriately through independently performing daily routines at school.
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หากผู้เสนอบทความมีความจำเป็นเร่งด่วนในการตีพิมพ์โปรดส่งลงตีพิมพ์ในวารสารฉบับอื่นแทน โดยกองบรรณาธิการจะไม่รับบทความหากผู้เสนอบทความไม่ปฏิบัติตามเงื่อนไขและขั้นตอนที่กำหนดอย่างเคร่งครัด ข้อมูลของเนื้อหาในบทความถือเป็นลิขสิทธิ์ของ Journal of Inclusive and Innovative Education คณะศึกษาศาสตร์ มหาวิทยาลัยเชียงใหม่
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