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Sukontha Panthasen
Thiyaporn Kantathanawat
Suwanna Innoi


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.



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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
Research Articles


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