The Effect of Unplugged Coding Learning Management and Gamification Approach on Computational Thinking Skills and Learning Achievement in Technology for Grade 6 Students
Abstract:
This research aimed to 1) compare the computational thinking skills of Grade 6 students before and after participating in unplugged coding learning management with gamification approach, 2) compare their computational thinking skills after the intervention against the 80% benchmark of the total score, 3) compare the learning achievement of Grade 6 students before and after the unplugged coding learning management and after the intervention, and 4) compare their learning achievement after the intervention against the 80% benchmark of the total score. The sample group consisted of 37 Grade 6 students from Wattathong School, selected through cluster random sampling. The research instruments included: 1) four lesson plans based on unplugged coding learning management with a gamification approach (appropriateness rating x̅ = 4.87, S.D. = 0.22), 2) a 20-item computational thinking skills assessment form with the reliability between 0.67 - 1.00, the difficulty between 0.48 - 0.80, the discrimination between 0.53 - 0.87, and the reliability as 0.91, and 3) a learning achievement test with the reliability between 0.67 - 1.00, the difficulty between 0.33- 0.80, the discrimination between 0.27 - 0.87, and the reliability as 0.79. Data were analyzed using mean, standard deviation, and t-test for dependent sample and one- sample comparisons.
The research findings were as follows:
1. The Grade 6 students were received the unplugged coding learning management with gamification approach had the computational thinking before learning equals 9.78, standard deviation equals 2.49, and after learning equals 16.70, standard deviation equals 1.87. The comparison of the computational thinking before and after learning were found that the computational thinking after learning higher than before with statistically significant at the .05 level.
2. The Grade 6 students were received the unplugged coding learning management with gamification approach had the computational thinking after learning equals 16.70, standard deviation equals 1.87. The comparison of the computational thinking after and the criteria 80 % of the total score were found that the computational thinking after learning higher than the criteria 80% of the total score with statistically significant at the .05 level.
3. The Grade 6 students were received the unplugged coding learning management with gamification approach had the learning achievement before learning equals 13.00, standard deviation equals 2.78, and after learning equals 25.35, standard deviation equals 2.56. The comparison of the learning achievement before and after learning were found that the learning achievement after learning higher than before with statistically significant at the .05 level.
4. The Grade 6 students were received the unplugged coding learning management with gamification approach had the learning achievement after learning equals 25.35, standard deviation equals 2.56. The comparison of the learning achievement after learning and the criteria 80 % of the total score were found that the learning achievement after learning higher than and the criteria 80% of the total score with statistically significant at the .05 level.