The critical thinking comparison and achievement motivation study of grade-8 students by using game-based learning on sciences subject
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Creator Piyatida Suntonwipat
Title The critical thinking comparison and achievement motivation study of grade-8 students by using game-based learning on sciences subject
Contributor Natchanok Jansawang, Somsanguan Passago
Publisher Faculty of Science, Ubon Ratchathani University
Publication Year 2565
Journal Title Journal of Science and Science Education
Journal Vol. 5
Journal No. 2
Page no. 78-90
Keyword Game-based learning, critical thinking, achievement motivation
URL Website https://so04.tci-thaijo.org/index.php/JSSE
Website title Journal of Science and Science Education
ISSN ISSN 2697-410X
Abstract This study is an experimental research design. The aims of this research were 1) to compare critical thinking scores of the students with the criteria of 70 percent, and 2) to study achievement motivation after the game-based learning on organ systems. The sample group was grade-8 students, total 35 students from the 1st classroom of the academic year 2021 at Rajabhat Maha Sarakham University Demonstration School. They were obtained by Cluster Random sampling technique. There were three research tools used in this study. The first tool was seven learning management learning plans for 13 hours. The second tool was critical thinking test, 28 items of four multiple choices. The index of item objective congruence (IOC) was between 0.80-1.00, difficulty was between 0.30 - 0.80, discrimination was between 0.29-0.73 and confidence was between 0.87. The last tool was the questionnaire achievement motivation for 18 items. The index of IOC was between 0.80-1.00, discrimination was between 0.31-0.81 and confidence was between 0.93. The data analysis statistics were mean, percentage, standard deviation and t-test for one-sample. The research found that, 1) the students' critical thinking score was statistically higher than the 70 percent criteria at .05 significance level ("x" ? = 22.35, S.D. = 1.29). 2) Students had a high level of learning achievement motivation in all six domains (x?= 4.29, S.D. = 0.84) included individual responsibility, ("x" ? = 4.41, S.D. = 0.84) energetic, ("x" ? = 4.35, S.D. = 0.82) moderate risk taking, ("x" ? = 4.33, S.D. = 0.88) unique of characteristic, ("x" ? = 4.31, S.D. = 0.83) planning ("x" ? = 4.20, S.D. = 0.84) and aspiration ("x" ? = 4.13, S.D. = 0.82). A game-based learning on organ systems has been shown to effectively improve of critical thinking and high-level achievement motivation.
Faculty of Science, Ubon Ratchathani University

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