Organizing Game-Based Learning Activities Using the Struckd Program to Create Games on Smartphones for Undergraduate Students
Keywords:
learning activities, smartphone games, Struckd programAbstract
This experimental research aims to 1) compare students' academic achievement before and after using the Struckd program to create games on smartphones. 2) Study students' satisfaction with organizing learning activities and creating smartphone games using the Struckd program. The population is 3rd year undergraduate students, semester 2/2022, Faculty of Education. North Bangkok University, 205 people. The sample group was 3rd year students in the Early Childhood Education Department. Faculty of Education North Bangkok University, 25 students, were obtained from purposive selection. The tools used in the research include 1) a Student academic achievement test, multiple choice, 4 options, 30 questions. 2) A survey to measure satisfaction with organizing learning activities using the Struckd program to create smartphone games. The statistics used in the research include mean and standard deviation. Dependent t-test statistics and game design creativity scores. The research results found that. 1) Student academic achievement Creating a smartphone game with the Struckd program. It was found that after studying was higher than before studying with statistical significance at the .05 level. 2) Satisfactory results of students at North Bangkok University. That has Organized activities Learning with the Struckd program. Create a game on a smartphone. The satisfaction assessment form has been evaluated by experts. which has an IOC value between 0.67 – 1.00 and the questionnaire has confidence greater than 0.7 Overall, at the highest level
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