Development Innovative and Learning Game using Scratch Program in Technology (Computing Science) to Enhance Thinking Skills of Secondary students

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Korawan Suebsom
Nopparat Meeplat
Kanokwan Thongpeng


The purpose of this study were to 1) develop the innovation learning subject of Technology (Computing Science)  about the problem solving for  Graduate 7 students, 2) develop game based learning of problem solving in technology (computing science), 3) compare academic achievement of pretest and posttest in Technology (Computing Science) on  problem solving of students, and 4) assess students thinking’s skills with 5 point Likert scale. There are 30 students were selected from graduate 7 students in Yothinbamrung school in Nakhon Sri Thammarat province during academic year 2020. This study obtained a sample group from a simple random sampling by using classroom as a randomized unit. There are four instruments of this study are 1) an innovation learning subject about problem solving in Technology (Computing Science), 2) a learning lesson plan of problem solving of Technology (Computing Science) one unit, 3) an assessment of learning outcome about 10 items which 4 multiple choices and, 4) a thinking skills assessment of students about 20 items which 5-point Likert scale. The statistics used for data analysis were mean, standard deviation (Std.) and dependent sample T-test.

          The results of this study showed that 1) an innovation learning about the problem solving in for secondary students for Grade7 students and have consistency with the efficiency of 75/75 basis, 2) game-based learning of problem solving in Technology (Computing Science) is used to motivate students and can be used in teaching during the lesson and stimulate the learning of students as well, 3) the learning achievement of Technology (Computing Science) about the problem solving of a posttests was higher than pretest and significant at the level of 0.05 which is consistent to the hypothesis, 4) the results of thinking skills for Grade 7 students after using an innovation learning and game based learning at the high level (mean = 4.42, Std. =0.72).

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