Learning Achievement and Satisfaction Using Online Gamification in China Elementary School Mathematics
รหัสดีโอไอ
Creator Chen Tianjie
Title Learning Achievement and Satisfaction Using Online Gamification in China Elementary School Mathematics
Contributor Kanyarat Sriwisathiyakun, Piyapong Sumettikoon
Publisher ศูนย์สนับสนุนและพัฒนาการเรียนการสอน มหาวิทยาลัยรังสิต
Publication Year 2567
Journal Title วารสารพัฒนาการเรียนการสอน
Journal Vol. 18
Journal No. 1
Page no. 95-112
Keyword Gamification, Learning achievement, Satisfaction, Mathematics, Chinese elementary school
URL Website https://jrtl.rsu.ac.th/volume/18/number/1/article/366
Website title วารสารพัฒนาการเรียนการสอน มหาวิทยาลัยรังสิต
ISSN 2822-1400 (Print);2822-146X (Online)
Abstract The purposes of this study were to 1) develop the learning activities using gamification to enhance learning achievement, 2) study student achievement through gamification learning activities by pre-testing and post-testing by comparing learning achievement scores classified by sex and examining the difference from learning mathematics through a simulation game of students with 3 groups of ability levels (low, medium and high achievement); and 3) to study the students' satisfaction of online gamification learning activities. The sample of the study were thirty third-grade students of a public elementary school in Zhejiang Province, China. Research tools included online gamification learning activities, pre/post-tests, a questionnaire measuring students satisfaction and learning achievement evaluation form in online gamification teaching. Statistics for data analysis were percentage, mean, standard deviation, t-test dependent and ANOVA. The results were as follows: 1) Using gamification learning activities is conducive to enhancing students achievement after going through lessons of Foundation Mathematics, 2) Comparing students achievement scores in gamification learning activities before and after the lessons revealed that (1) improvement of male students' performance was greater than that of female students, (2) mathematics ability increases significantly among middle and high levels students and 3) gamification learning activities were rated at a high level of students satisfaction in learning mathematics.
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