Abstract:
In the 21st century, programming skills are problem-solving techniques that have become essential for students. However, Small schools still face learning management challenges when introducing programming skills to students. The objectives of the study were to develop and test the efficiency of the unplugged coding activity package with augmented reality media as well as to study the results of developing programming skills and the satisfaction of students in grade 4 learning with the activity set created by the researcher. The samples used in this research were
28 students in grade 4 from the small schools under the office of Pattani primary educational service area 2 obtained by the cluster random sampling. The research tools consisted of 1) unplugged coding activity package with augmented reality media, 2) learning management plans with the use of activity sets 3) a test to measure programming skills, and 4) a satisfaction assessment form. Statistics for data analysis were 1) the efficiency of the activity set according to the E1/E2 criteria, 2) the inferential statistics including to one sample t-Test and paired sample t-Test and 3) descriptive statistics including mean and standard deviation.
The results showed that 1) the efficiency of the unplugged coding activity package with augmented reality media was 74.13/76.79 according to the criteria of 70/70, 2) the students' programming skill scores after learning with the activity set were higher than before and higher than the criteria of 70 percent with statistical significance at the .05 level and 3) the average score of students learning satisfaction with the activity set was the highest level ( =4.22, S.D.=0.24). Thus, the result study is one of educational strategies to engage students in learning computer programming under the limited context of schools, especially small schools.