The Development of Gamification Online Lesson with Flipped Classroom Model for Reinforcing Ability of Solving Problem of Mutthayom Suksa 4 Students in Physics Course on the topic of Force and Newton’s Law of Motion
Keywords:
Gamification, Flipped Classroom, Solving problemAbstract
The purpose of this research were 1. study the result of using gamification online lesson with flipped classroom model for reinforcing ability of solving problem of mutthayom suksa 4 students in physics on force and Newton’s law of motion, 2. examine the students’ satisfaction toward learning by gamification online lesson with flipped classroom model. The sample population consisted of mutthayom suksa 4/1 of 18 students at Panyathip School, first semester, academic year 2021. The research instrument consisted of 1) an ability of solving problem test on force and Newton’s law of motion, 2) a satisfaction questionnaire toward learning by gamification online lesson with flipped classroom model, 3) a gamification online lesson with flipped classroom model on force and newton’s law of motion and, 4) lesson plans on Force and Newton’s law of motion with gamification online lesson with flipped classroom model. The researcher analyzed the collected data in terms of the statistics, mean (M), standard deviation (SD) and non-parametric statistics (The Wilcoxon Matches Pairs Signed Rank Test). The research findings are as following; 1) students after instructed by gamification online lesson with flipped classroom model had the average ability of creative solving problem higher than before instructed at the statistically significant level of .05, 2) Students’ satisfaction toward learning with gamification online lesson with flipped classroom model was at the highest level (M = 4.82).