Development of Courseware Application with Blended Learning and Gamification Learning Concept to Develop Practical Skills in Digital Media Creation for Pre-Service Teacher Students
Keywords:
Application Courseware, Application, Blended Learning, Gamification Learning, Practical Skills, Digital MediaAbstract
The objectives of research were to 1) to develop application courseware with Blended learning and Gamification learning concept to develop practical skills in digital media creation for pre-service teachers, 2) to compare the learning achievement before and after studying application courseware with Blended learning and Gamification learning concept to develop practical skills in digital media creation for pre-service teachers, 3) to study the results of the practical skills of application courseware with Blended learning and Gamification learning concept to develop practical skills in digital media creation for
pre-service teachers, and 4) to study the satisfaction with The application courseware with Blended learning and Gamification learning concept to develop practical skills in digital media creation for pre-service teachers. Sample is bachelor degree students Faculty of Education Kasetsart University, Semester 2, course registration 01172315 Principles and methods of teaching physical education, amount 23 students. Use simple random sampling. The statistics used for data analysis were percentage, average, standard deviation, IOC and t-test.
The research results revealed that 1) quality evaluation results of application courseware with Blended learning and Gamification learning concept to develop practical skills in digital media creation for pre-service teachers have an average of 4.72 at a very good level, 2) The Comparison of learning achievement before study and after study found that after study is higher than before, learning significantly different at the level of .05 which is in accordance with the research hypothesis, 3) the result practical skills of Blended learning and Gamification learning concept to develop practical skills in digital media creation for pre-service teachers each topic is at a very good level and 4) Students' satisfaction in studying the application courseware a total average of 4.69 at a very good level.
References
Jaitham, L. (2015). Blended Learning Case Study : Siriwang Wittayakarn School.
(Master’s thesis). Bangkok. Mahanakorn University of Technology. [in Thai].
Lertbumroongchai, K. (2017). Gamification: A world of learning that drives with game. Retrieved from http://touchpoint.in.th/gamification/. [in Thai]
Office of the Education Council. (2017). National Education plan (Vol.12) B.E.2017-2020. Bangkok: Prikwan Graphic. [in Thai].
O'Donovan, S., Gain, J., and Marais, P. (2013). A case study in the Gamification of a university-level games development course. Paper presented at the Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, East London, South Africa.
Pahe, S. (2012). The development of the teaching profession towards the educational reform in the second decade. Retrieved from http://www.dla.go.th/upload/ebook/column/2012/7/1860_5273.pdf. [in Thai].
Phitakthanatkul, A. (2014). Education in the modern world. Retrieved from https://www.stou.ac.th/study/sumrit/1-58(500)/page9-1-58(500).html. [in Thai].
Saekow, O. (2016). Web Application for Knowledge Management through Mobile Phones for Undergraduate Students (Master’s thesis). PathumThani. Rajamangala University of Technology Thanyaburi. [in Thai].
Satitpakeekul, A. (2019). Instructional design : Teacher's skill for success. Narkbut paritat journal, Vol.10, 107-115. [in Thai].
Suksai, N. (2018). Effects of flipped classroom and gamification on ability in applying computer knowledge of upper secondary school students (Master’s thesis). Bangkok. Chulalongkorn University. [in Thai].
Sunkapong, S. (2019). Promoting the use of electronic media to enhance the quality of education. Retrieved from https://www.obec.go.th/wp-content/uploads/2019/08/16.-บทความวิชาการ-การส่งเสริมการใช้สื่อ-190862.pdf. [in Thai]
Talerngsri, A. (2019). Blended Learning Techniques for "Mixed" Learning as You Want. Retrieved from https://demo.insightera.co.th/seac/insights/article-news/blended-learning-เทคนิค-ผสม-การเรียนร-2/. [in Thai]
Yuengklang, S., et al. (2019). The development of blended learning system by using gamification based learning to enhance the mathematics problem solving skills and connection skills to reallife for primary schools. Ratchaphruek Journal. 17(1), 66-75. https://so05.tci-thaijo.org/index.php/Ratchaphruekjournal/article/download/
175190/125334/. [in Thai].
Downloads
Published
Issue
Section
License
บทความทุกบทความเป็นลิขสิทธิ์ของวารสารคณะศึกษาศาสตร์ มหาวิทยาลัยเกษตรศาสตร์ วิทยาเขตบางเขน
วารสารศึกษาศาสตร์ปริทัศน์ (Kasetsart Educational Review)