The Development of Online Gamification Lesson for Enhancing Grade 7 Students’ Computational Thinking Skills
Keywords:
Online Lesson, Gamification, Computational ThinkingAbstract
The purposes of this research were 1. to compare grade 7 students’ computational thinking skills before and after using online gamification lesson, and 2. to study the satisfaction of students toward using online gamification lesson. The research sample was drawn through cluster random sampling including five classes with 165 students of grade 7 students in Uttaradit School. The employed statistical analyses were mean, percentage, standard deviation and tested hypotheses with t-test dependent sample. The research tools were online gamification lesson, inquiry approach lesson plans, computational thinking skills tests and satisfaction questionnaire. The research results indicated that after using the online gamification lesson, post-test scores of students’ computational thinking skills were significantly higher than pretest scores at the .05 level, and students’ satisfaction with online gamification lesson was in excellence level with the mean of 4.61 and standard deviation was 0.49.