Using Games to Promote Correct Thai Language Usage by Students of Ratchaprachanukroh School 41, Yala province
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Creator 1. Sawaporn Jantarasakul
2. Khwanta Thaweesuk
Title Using Games to Promote Correct Thai Language Usage by Students of Ratchaprachanukroh School 41, Yala province
Publisher Mahasarakham University
Publication Year 2566
Journal Title Journal of Humanities and Social Sciences Mahasarakham University
Journal Vol. 42
Journal No. 4
Page no. no. 619-630
Keyword Game, Thai vocabulary, instructional media
URL Website https://so03.tci-thaijo.org/index.php/humsujournal/about
Website title Journal of Humanities and Social Sciences Mahasarakham University
ISSN 2672-9733 (Online)
Abstract The objectives of this research were. - 1) to design game-based instructional media to promote Thai language usage among students of Ratchaprachanukroh 41 School, Yala Province, 2) to compare the ability to use Thai vocabulary between pre-test and post-test, and 3) to assess the satisfaction towards the Thai Words Fun Game. The target consisted of 16 students of Prathomsuksa 3 and 14 students of Prathomsuksa 4 ; a total of 30 students selected by a purposive sampling method. The research instruments were. - 1) pre-test and post-test (before and after playing game) of the most common misspelled words in Thai language, 40 items ; 2) Thai Words Fun Game, and 3) satisfaction assessment with the designed game. Statistics used for data analysis were E1/E2 efficiency index, mean (), standard deviation (S.D), and t-test dependent. The following results were obtained. 1) Five procedures were synthesized in the operations of game-based instructional media in order to promote Thai language usage, which comprised analysis, design, development, application, and evaluation. The instructional media were determined to enhance Thai language skills for understanding and recognizing the correct patterns of Thai words. Efficiency index was determined for try-out and the results were evaluated along with improvements resulting in individual efficiency of 63.33/63.33, efficiency of small group of 76.19/78.57 and efficiency of field study of 87.67/89.83, which were according to the set criteria. 2) In terms of the ability to use Thai vocabulary, students' pre-test mean score was 20.83 and their post-test mean score was 26.23. Sig. was 0.00, less than 0.05. It can be said that students' scores before playing the game and after playing the game were different with the statistical significance level of 0.05. Consideration of the difference based on the mean scores showed that students' scores after playing games were higher than before playing games. 3) Satisfaction with the game was at the highest level ( = 4.21, S.D. = 0.83). When individual aspects were considered, satisfaction ( X= 4.50, S.D. = 0.83), an aspect with the highest mean was benefits ( X= 4.33, S.D. = 0.78), followed by beauty and creativity () X= 4.13, S.D. = 0.80), and vocabulary memorization ( X= 3.88, S.D. = 0.90), respectively.
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