TY - JOUR AU - Chumphet, Wattanapon PY - 2020/09/15 Y2 - 2024/03/29 TI - The Development of an Educational Game System to Enhance Classroom Learning JF - JOURNAL OF SOUTHERN TECHNOLOGY JA - J.SCT VL - 13 IS - 2 SE - Research Manuscript DO - UR - https://so04.tci-thaijo.org/index.php/journal_sct/article/view/205321 SP - 104-115 AB - <p>&nbsp; &nbsp; &nbsp; &nbsp;The objectives of this research were to develop a system that supports classroom interactions between the instructor and learners called “The Knowing Game”, investigate students’ achievement after being taught with the game and their satisfaction of using it. The population of this study was 40 instructors and third year students in Business Computer Program in Multimedia Technology for Business course at Suan Dusit University (Trang Center). A purposive sampling was used to select the sample. The system was developed with HTML, PHP, jQuery, JavaScript, CSS, AJAX. Database management was conducted with MySQL. The academic achievement of the sample students was tested for both pretest and posttest terms. A period of study was 5 weeks. In addition, the satisfaction scale was used to measure the satisfaction of instructors and students with “The Knowing Game”. Data were analyzed through statistics including mean, standard deviation, percentage and t-test. The results of this study indicated that “The Knowing Game” was developed according to gamification concept. This system is designed to enable game-based instruction with scoring criteria to stimulate learners’ motivation and increase effort for competition and obtaining rewards. The main activities were 1) Q &amp; A board and comments, 2) Quick Questions or Questions for Voting, and 3) Q &amp; A Activity from Lesson. Based on the study results of learning achievement, the post-learning scores were higher than pre-learning scores with a statistically significant difference level of .01. From the evaluating system performance, by the expert via Black Box Testing techniques, it was found that the overall system performance was at a high level. In addition, the overall results of satisfaction assessment of the system users can be concluded that the instructors and the learners were satisfied at a high level. Therefore, according to the study results, the instructors could use the communication tools of the learners beneficially to organize teaching and learning activities in the form of game through “The Knowing Game” system which can increase motivation and helps improve learning of the leaners effectively.</p> ER -