A study of teaching results by using boardgames in conjunction with gamification learning environment to enhance problem solving thinking in computing science for late elementary school
Abstract:
The objectives of this research were: 1) to assess the efficiency of board games in conjunction with the developed gamification environment; 2) To compare the learning skills of students' study approaches before and after learning with board games; and 3) To study the student's satisfaction towards the developed board game . The samples used in this research were Grade 6 students, semester 2, academic year 2022, Watsrisudaram School Bangkok Noi District Office Bangkok, 30 people by purposive sampling. The tools used in this research consisted of: 1) a board game in computational science; 2) a board game quality assessment form; 3) a learning management plan; 4) a pre - and post-test; and 5) a student satisfaction questionnaire. Statistics used in data analysis were percentage, mean, and standard deviation. The hypothesis testing statistic is the t-test.
The results of this study indicated as follows.1) Efficiency of board games in conjunction with gamification environment to promote students' problem-solving skills in the developed computational science subjects is efficient. The develops efficiency is 81.50/82.33, which is higher than the criteria set for 80/80. 2) The learners' learning achievements after learning with the improved board game was higher than before learning at a statistical significance level of .05 3) The students satisfaction towards the developed board game was high. At the highest level (mean = 4.53, S.D. = 0.65)