A Study of Learning Achievement and Klui Pang-Aw Practical Skills of Grade 9 Students Using Flipped Classroom with Gamification
Keywords:
Learning achievement, Klui Pang-Aw practical skills, Learning flipped classroomAbstract
This research was aimed to 1) compare learning achievement on musical performance unit of grade 9 students using flipped classroom with gamification between before and after learning 2) compare learning achievement on musical performance unit of grade 9 students using flipped classroom with gamification after learning and the 70 percent criterion and 3) compare klui pang-aw practical skills on musical performance of grade 9 students using flipped classroom with gamification between before and after learning. The sample was selected using a cluster random sampling. The research instruments consisted of lesson plans, achievement test and klui pang-aw practical skills assessment form. The research findings showed that: 1) learning achievement was significantly higher than before learning at .05 level. 1) learning achievement was significantly higher than before learning at .05 level. and learning achievement was higher than the 70 percent criteria with no statistilly significant at .05 level. and 2) klui Pang-Aw practical was significantly higher than before learning at .05 level
References
Limvong T, Saengri Y. Flipped Classroom: new learning for 21st Century Skills. Mahidol R2R e-Journal. 2019; 6(2): 10-17. Thai.
Oungvarakorn S. Teachers: Learning of Revolution toward Quality of Education in 21st Century [M.Ed.]. Journal of Nursing and Public Health. 2015; 2(1): 65-78. Thai.
Chularut P. Learning Management for Students in the Thailand 4.0 Era. Veridian E-Journal, Silpakorn University. 2018; 11(2): 2363-280. Thai.
Intarakaew C. Music: Social Construction of Reality. Journal of Humanities, Social Sciences, and Arts Udon Thani Rajabhat University. 2019; 1(1): 58-71. Thai.
Boonyamalig S. The Development of Music Teaching Style by Using Contemplative Concept with Davie’S Theory to Promote the Practical Skills of Secondary School Students. Journal of Educational Technology and Communications Facutyl of Education Mahasarakham University. 2018; 1(1): 13-23. Thai.
Ministry of Education. Core Curriculum B.E. 2551 (A.D. 2008). Bangkok: Agricultural cooperative printing demonstrations of Thai Ltd; 2008. Thai.
Bumrungkool P, Wannaprapa T, Manosuttirit A. Development of Online Lessons By Combining the Concepts of Webquest with Flipped Classroom to Developmusic Skill Fluteplaying. Matthayomsuksa 2 Students. Journal of Graduate School. 2521; 18(80): 45-54. Thai.
Chularee S, Amornrit P. Effectiveness of Flipped Classroom Learning Model with Active Learning Approach to Learning Behavior, Learning Achievement and Satisfaction of Nursing Students, Suranaree University of Technology. Journal of Educational Thchnology and Communications. 2021; 15(18): 34-44. Thai.
Injui R, Chiewsothorn S, Prasittivatechakool A, Proyngern J. The Effects of Using Gamification Learning Activities on Learning Motivation and Satisfaction among The Royal Thai Army Nursing Students. Journal of The Royal Thai Army Nurses. Journal of The Royal Thai Army Nurses. 2020; 21(2): 377-388. Thai.
Jongmuenwa B, Kongsrima K, Prachai B, Jabjone S, Suikraduang A. Gamification for Learning. Journal of Project in Computer Science and Information Technology. 2018; 4(2): 34-43. Thai.
Panich V. Teachers for pupils build of flipped classroom. 2nd ed Bangkok: the saim commarcial foundation; 2013 Thai.
Amornrit P, Insaard S. gamification in distance learning system design. Journal of Educational Technology and Communication. 2020; 15(18): 34-44. Thai.
Inchamnhan W. gamification design. Bangkok: Nationnal library of Thailand; 2019. Thai.
Suksai N, Sawekngam W. Effect of flipped classroom and gamifacation on ability in applying computer knowledge of upper secondary school students. Journal of industrial education. 2018; 17(3): 176-184. Thai.
Ministry of University Affairs. Thai Music Benchmarks and Assessment Criteria 1st ed. parbpim of Thai Ltd; 2001. Thai.
Kanchanapradit J, Charujan S. Klui Pang-Aw 6th ed. Khon khen: Klunnana Wittaya of Thai Ltd; 2017. Thai.
Tangdhanakanond K. Measuring and evaluating practical skills. 3rd ed. Bangkok: Chulalongkorn University Press; 2020. Thai.
Luenam K. Educational Research Methodology. 1st ed. Nakhon Ratchasima: Korat Marketing & Product; 2018. Thai.
Leelitthum C, Tiantong M. 50 Years of KKU with Dedication to Society. The 15th Graduate Research Conferences; 2014; Khon Khen: Khon Kaen University; 2014. Thai.
Mahattanaboonnop K, Jongkonklang S. A Study of Learning Achievement and Analytical Thinking Ability on Universal History Learning Unit Using Flipped Classroom Approach for Grade 11 Students. Ratchaphruek Journal. 2021; 19(1): 21-29. Thai.
Cheunchomputh M, Mahavijit P, Sangchan W. Development of Mathematical Activities Based on Gamification to Enhance Communication Skillsand Learning Motivation for Mathayom 3 Students. CMU Journal of Education.2020; 4(2): 98-110. Thai.
Satomuhammad, S. The development of learning activity using gamification technique to raise mathematics learning achievement about linear equation systems for mattayom 3 Students, suankularb wittayalai thonburi school research & education innovation information system; 2018. Thai.
Khongyai P, Chauvatcharin N, Sirisawat C. The Study of Biology Terminology Comprehension, Learning Achievement in Biology and Attitudes Towards. Journal of Education Burapha University. 2020; 31(1): 75-88. Thai.
Thianthipkarun P, Jongkonklang S. A Study of Learning Outcome Using Flipped Classroom Approach with Development of the Performance Instruction on Playing Klui Piang-Aw Unit of Grade 9 Students. KKU Research Journal of Humanities and Social Sciences (Graduate Studies). 2020; 8(1): 26-40. Thai.
Downloads
Published
How to Cite
Issue
Section
License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.