The Result of Learning Activities in Computational Science 2 Subject on the Topic of Computational Concepts Based on Gamification Concepts With Interactive Video of Eighth-Grade Students

Authors

  • Nattaya jeenklub Master of Education Program in Innovative Curriculum and Learning Management, Ramkhamhaeng University
  • Umporn Wutchana Department of Curriculum and Instruction, Faculty of Education Ramkhamhaeng University

Keywords:

gamification, interactive video media, learning achievement, satisfaction

Abstract

The objectives of this research were to 1) study the learning achievement from learning activities managementing in computational science 2 subject  of eighth-grade students on the topic  of computational concept based on gamification with interactive video. In addition, the study also assesses eighth-grade students' satisfaction with the computational science concept based on gamification with interactive video towards learning activities in computational science 2 subject. The Population of this study is 400 eighth-grade students of Bangkapi School under the district office Secondary education of Bangkok, Region 2. The sample groups are 70 students in eighth grade, Room 1 and Room 2, who were studying in the first semester of the academic year 2021. The sample group were determined by Cluster sampling method. The tools used in this research were 1) computational learning lesson plan on computational concept 2) Computational Science subject interactive video on computational concept 3) Computational Concepts based with Gamification Concepts 4) Computational concepts Learning achievement examination 5) A questionnaire on eighth-grade students' satisfaction with the Computational Science concept based on gamification with interactive video  towards learning activities in Computational Science 2 subjects. The data analyzed statistics, including mean, standard deviation (S.D.) and t-test (dependent Samples test) values, were operated in this study. The results showed that learning achievement of computational science 2 subjects on computational science concepts after studying (=16.04, S.D.= 3.26) with learning activities based on the concept of gamification together with interactive video was significantly higher than before learning (=9.00, S.D.= 3.19) with the gamification in the statistics level of .05. Furthermore, students' satisfaction towards Computational Science Learning Activity 2 on Computational Concepts based on the concept of gamification with the interactive video  of eighth-grade students was at high level, with the mean (= 4.50, S.D. = 0.62).

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Published

2022-12-28

Issue

Section

บทความวิจัย (Research article)