The Development of Augmented Reality Technology Learning Materials “Making story” by Scratch Program together with Creative Thinking Skill Developing Using Constructivism for Grade 7 students of Khokkorpittayakhom School Muang District Mahasarakham Province under Mahasarakham Municipality
Keywords:
Constructivism, Creative thinking, Augmented reality technologyAbstract
The purposes of the study were 1) to investigate the efficiency of augmented reality technology learning materials “Making story” by Scratch program together with creative thinking skill
developing using constructivism 2) to compare students’ learning achievement by using augmented reality technology learning materials “Making story” by Scratch program together with creative thinking skill developing using constructivism and 3) to investigate students’ satisfaction on augmented reality technology learning materials “Making story” by Scratch program together with creative thinking skill developing using constructivism. This was classified by gender and experience of using Scratch program. The sample of the study was 45 of grade 7 students
in Khokkorpittayakhom school Muang district Mahasarakham province under Mahasarakham municipality. The instruments used were the questionnaire of student’s needs, learning achievement tests, questionnaire of satisfaction on creative thinking skill developing. These instruments were assured by the experts and using Cronbach’s Alpha Coefficient which 0.98 of reliability. The finding revealed that 1) the status of 45 samples shown that most were 33 women which was 73.33 as percentage. The experience of user ranged from 1-2 years which was 26 people and 53.78 as percentage. Most of them understood of using Scratch program.
2) The result of the efficiency of augmented reality technology learning materials “Making story” by Scratch program together with creative thinking skill developing using constructivism was in the most level which 4.55 of mean and 0.49 of standard deviation. When considering of each aspects shown that the benefits of using program was 4.61 of mean and 0.47 of standard deviation, then learning atmosphere which 4.58 of mean and 0.50 of standard deviation and learning activities shown at the last which was 4.45 of mean and 0.51 of standard deviation.
3) The results of students’ satisfaction on augmented reality technology learning materials “Making story” by Scratch program together with creative thinking skill developing using constructivism shown that students satisfied ranged in more level which was 71.94 of mean and 0.79 of standard deviation.
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