DEVELOPMENT OF GAMIFICATION LEARNING MEDIA USING CLASSPOINT TO ENHANCE LOGICAL THINKING IN PROBLEM-SOLVING ON THE TOPIC OF LOGICAL REASONING PROBLEM-SOLVING CONCEPTS FOR GRADE 6 STUDENTS AT SRIKAENGKHRO SCHOOL, CHAIYAPHUM PROVINCE
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Creator Chonlathee Taweechat
Title DEVELOPMENT OF GAMIFICATION LEARNING MEDIA USING CLASSPOINT TO ENHANCE LOGICAL THINKING IN PROBLEM-SOLVING ON THE TOPIC OF LOGICAL REASONING PROBLEM-SOLVING CONCEPTS FOR GRADE 6 STUDENTS AT SRIKAENGKHRO SCHOOL, CHAIYAPHUM PROVINCE
Contributor Sirapat Inthapanich, Benjaporn Trongprasith
Publisher ห้างหุ้นส่วนจำกัด นวัตกรรมการเรียนรู้สร้างสรรค์
Publication Year 2568
Journal Title Journal of Research and Innovation for Sustainability (JRIS)
Journal Vol. 2
Journal No. 5
Page no. 35-50
Keyword Gamification, Classpoint Program, Academic Achievement, Logical Thinking, Satisfaction
URL Website https://so17.tci-thaijo.org/index.php/JRIS
Website title Journal of Research and Innovation for Sustainability
ISSN 3056-9397
Abstract The research on the development of learning media through gamification using the ClassPoint program to promote logical thinking in problem solving aimed to (1) develop learning media with efficiency according to the 80/80 standard criteria, (2) compare the academic achievement of students before and after using the media, and (3) study the satisfaction of students with the media. The research was a quasi-experimental research using the One-Group Pretest-Posttest Design. The sample group was 42 Grade 6 students of Sri Kaeng Khro School, selected by simple random sampling using the classroom as the unit of sampling. The research instruments consisted of (1) learning media through gamification using the ClassPoint program, (2) an achievement test with a reliability of 0.89, and (3) a student satisfaction questionnaire with a reliability of 0.92. The data were analyzed using statistics, including mean and standard deviation. And t-test for Dependent SamplesThe results of the research found that (1) the developed learning media had an efficiency of 86.37/90.00, higher than the specified criteria (80/80). (2) The academic achievement of students after learning (M = 18.00, SD = 1.18) was higher than before learning (M = 5.93, SD = 1.10) with statistical significance at the 0.05 level. (3) Logical thinking skills were at the highest level (M = 4.64, SD = 0.56), with the item with the highest mean being able to analyze results and improve problem solving approaches when necessary (M = 4.79, SD = 0.47). (4) Student satisfaction was at the highest level (M = 4.81, SD = 0.39), with the aspect that received the highest score being the appropriateness of gamification activities with the content (M = 4.90, SD = 0.30).
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