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EFFICIENCY AND SATISFACTION OF BLENDED TEACHING WITH GAME-BASED LEARNING TECHNIQUE ON GOOGLE SITE TO PROMOTE SAFE INTERNET USAGE SKILLS FOR GRADE 6 STUDENTS AT BAN NA SINUAN SCHOOL |
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| รหัสดีโอไอ | |
| Creator | Phatnart khamphikun |
| Title | EFFICIENCY AND SATISFACTION OF BLENDED TEACHING WITH GAME-BASED LEARNING TECHNIQUE ON GOOGLE SITE TO PROMOTE SAFE INTERNET USAGE SKILLS FOR GRADE 6 STUDENTS AT BAN NA SINUAN SCHOOL |
| Contributor | Thaksina Noppakhunwong, Siwaphon Kidnok |
| Publisher | ห้างหุ้นส่วนจำกัด นวัตกรรมการเรียนรู้สร้างสรรค์ |
| Publication Year | 2568 |
| Journal Title | Journal of Research and Innovation for Sustainability (JRIS) |
| Journal Vol. | 2 |
| Journal No. | 3 |
| Page no. | 24-36 |
| Keyword | Blended learning, Google Sites, Online Lessons, Game-Based Learning |
| URL Website | https://so17.tci-thaijo.org/index.php/JRIS |
| Website title | Journal of Research and Innovation for Sustainability |
| ISSN | 3056-9397 |
| Abstract | This research aimed to: determine the efficiency and satisfaction of blended teaching using a Game-Based Learning technique on a Google site to promote safe internet usage skills for Prathom 6 students at Ban Na Sinuan School, with the goal of achieving 80/80 efficiency criteria. Compare the academic achievement of students before and after learning through the blended teaching with Game-Based Learning technique on a Google site. Assess student satisfaction with the blended teaching utilizing a Game-Based Learning technique on a Google site. The target group consisted of 10 Prathom 6 students. The research instruments included: 1) a Computer Technology lesson plan, 2) blended lessons incorporating a Game-Based Learning technique on a Google site, 3) an achievement test, and 4) a student satisfaction assessment form. The statistical methods employed were percentage, mean, standard deviation, and t-test.The research yielded the following results: The efficiency and satisfaction of blended teaching combined with the Game-Based Learning technique on a Google site met the specified criteria of 85.00/82.50. The students' academic achievement after the intervention was significantly higher than before at the .05 level. And student satisfaction with the blended teaching incorporating the Game-Based Learning technique on a Google site was at the highest level (M = 4.51, SD = 0.67). |