THE ONLINE GAME BASED LEARNING FOR CREATIVE USING THE INTERNET OF GRADE 8

Main Article Content

Sukontha Panthasen
Thiyaporn Kantathanawat
Suwanna Innoi

Abstract

The purposes of this research were 1) to develop the lesson plan by using online game based learning for creative using the internet of Grade 8 Students, 2) to develop the quality and efficiency online computer game for creative using the internet, and 3) to compare the learning achievement on using online game based learning for creative using the internet of Grade 8 students between pre-test and post-test. The samples were students of Grade 8 at Krathumbaen WisetbSamutthakhun school. In Semester 2, Academic Year 2019, selected by cluster random sampling as two groups included 74 students. The research instruments were the lesson plan, the quality evaluation form of lesson plan, online computer game, the quality assessment form of online computer game and the achievement test. The statistics for analyzing the data were mean (), standard deviation (S), E1/E2, and t-test for dependent samples. The research results were as follows 1) The quality of lesson plan by using online game base learning for creative using the internet was a very high level (gif.latex?\bar{x}=4.86, S = 0.35) 2) In the overall, the quality of online computer game for creative using the internet was a very high level (gif.latex?\bar{x}=4.77, S = 0.45). In addition, the result of the efficiency (E1/E2) was at 81.81/83.19 3) The post-test learning achievement of the students was higher than the pre-test at the statistical significance level of .05, which effects to stimulate students want to learn, have more knowledge and more understanding about this topic.


 

Downloads

Download data is not yet available.

Article Details

How to Cite
Panthasen, S., Kantathanawat, T., & Innoi , S. (2020). THE ONLINE GAME BASED LEARNING FOR CREATIVE USING THE INTERNET OF GRADE 8. Journal of Industrial Education, 19(1), 25-34. Retrieved from https://ph01.tci-thaijo.org/index.php/JIE/article/view/239928
Section
Research Articles

References

[1] Ornaree Na Takua Thung et al. 1998. "Guidelines for the development of teaching subject Computers in Secondary Schools". Journal of Education, 27 (1), p.90-101.

[2] Office of the National Education Commission. 2002. National Education Act 1999 and Amendments (Version 2) 2002. Bangkok : Sweet Pepper Graphic.

[3] Government Gazette Thailand. 2017. Computer-related Crime Act (No. 2) B.E. 2560 (2017). The Royal Thai Government Gazette : 134(10ก), p.24-35

[4] Eknarin Bangthamai. 2007. The Development of Learning and Teaching Activities through Online Social Networking to Promote Creative Internet Using for Students in Tertiary Level . Veridian E-Journal, Slipakorn University, 37(1), p.93-118.

[5] Wanwisa Dadee. 2010. Game Based Learning Theory. [Online]. Available: https://nuybeam.blogspot.com/2010/08/game-based-learning.html

[6] Thanomphon Laoharatsaeng. 2013. Game-based Learning. [Online]. Available: https://antawe1.blogspot.com/2013/12/games-based-learning.html

[7] Pannee Leikitwathana .2016. Research methods in education. 11th ed. Bangkok : Min Service Supply.

[8] Passakorn Lertsakul. 2015. DMA Magazine. Bangkok: Media Rich Associate Company Limited.

[9] Raweewat Siripuban. 2008. "Guidelines for Writing Quality Learning Management Plans." Journal Ministry of Education, 11 (2), p.19-23.

[10] Supawit Nambut. 2018. A Development Of Demonstration-Based Learning Lesson Plan In Conjunction With Online Learning Resources On Workgroup Computer Network Connection For Vocational Certificate Level. Journal of Industrial Education, 17(3), p.72-80.

[11] Sawaluk Yimprasert. 2017. Brain-Based Learning with Tablet on Data and Computer for Grade 2 Students. Journal of Industrial Education, 16(2), p.10-17.

[12] Prensky, M. 2001. Digital Game-based learning. New York : McGraw-Hill.

[13] Sarunya Phabaow. 2008. The Effect Of Computer Games Usage As Supported Media With Second Level Students With Different Science learning Achievement. Mater thesis, M. Ed. (Education Technology). Bangkok : Graduate School, Srinakharinwirot University.

[14] Tipsukon Panking. 2015. A Development of Game-Based E-Learning Courseware on Flowchart.
Journal of Industrial Education, 14(3), p.244-251.

[15] Chonlatip Janjumpa et al. 2019. The Development Of Educational Game As A Supplementary Tool For Learning On The Topic Of Plant Reproduction And Growth For Grade 11 Students. Journal of Industrial Education, 18(3), p.36-43.

[16] Natthaporn Singmanee. 2015. The Effects of E-learning Courseware using Game-Based Instruction on Information Technology III Subject for 9th Grade Students. Journal of Industrial Education, 14(3), p.592-598.

[17] Suchart Saenpich. 2015. The Development Model of Cooperative Learning with Online Games to Enhance Science Processing Skills. Veridian E-Journal, Slipakorn University. 8(2), p.1413-1426.

[18] Tanatappon Dachpasat. 2015. The Use of Educational Games to Promote Writing of Kradudhamma Subject in Cerriculum of Dhamma Studdies for Elementary Level. Master of Arts Program in Educational Informatics. Silpakorn University.

[19] Prompuen Junnuan and Nipaporn Chalermnidorn. 2017. The Learning Management Using Kahoot Application to Enhance Students’ Learning Achievement in Thai Literature. Journal of Education Silpakorn University, 15(2), p.92-100.