The Development of Digital Citizenship Skills and Learning Achievement in Computing Science Course of Grade 4 Students through Hands-on Learning Activity Package with Phenomenon-based Learning
Abstract:
In the 21 century, it is easy for students to access information technology anytime. Therefore, it is essential to have digital citizenship skills to enable students to use information technology correctly, appropriately, and safely. The objectives of this research were 1) to develop and test the effectiveness of hands-on learning activity package with phenomenon-based learning to promote digital citizenship skils, 2) to compare the digital citizenship skills of the students before and after learning through hands-on learning activity package with phenomenon-based learning, 3) to develop the learning achievement between before and after learning through hands-on learning activity package with phenomenon-based learning, and 4) to study the satisfaction of the students with learning activity package. The target group of this research was 22 grade 4 students from Bamrong Islam School. The research tools involved 1) a hands-on learning activity package, 2) a learning management plans with phenomenon-based learning, 3) a digital citizenship skills assessment and learning achievement test, and 4) a satisfaction survey. Statistics for data analysis were 1) the efficiency of hands-on learning activity package according to the E/E/E> criteria, 2) the inferential statistics including to paired sample t-Test, 3) the development of learning achievement testing (Normalized Gain), and 4) descriptive statistics including mean and standard deviation.
The research findings revealed that 1) the effectiveness of learning activity package was 75.88/87.73, which was higher than the standard criterion of 75/75, 2) the students had significantly higher on digital citizenship skills scores after learning
with activity package compared to before learning, with statistical significe level of .05, 3) the students developed the learning achievement at a high level = 0.71, and 4) the students' satisfaction with learning activity package was very satied
(x = 4.48, S.D. = 0.60). Therefore, the findings were an innovative educational approach to promote digital citizenship skills and learning achievement.