The Efficacy of Online Gamification in Improving Basic English Skills for Fourth-Grade Students

The study aimed to achieve three main objectives: 1) to develop an online gamification system using digital learning platforms for teaching English to Grade 4 students, following the E1/E2 = 80/80 efficiency criterion, 2) to compare students' achievement in Basic English through online gamification, and 3) to assess students' satisfaction with the use of online gamification in learning Basic English. The sample comprised 30 Grade 4 students from Settabutr Upathum School in the academic year 2022, selected through purposive random sampling. Research instruments included online Zoom classes, lesson plans, and interactive learning platforms. The study employed mean, standard deviation, and t-tests for dependent samples for data analysis. The results revealed an efficiency value of E1/E2 as 70.00/69.00, falling short of the 80/80 criteria. Several factors, such as the comprehensive nature of testing macro skills using digital media beyond cognitive abilities, may have contributed to not meeting the set criterion. Furthermore, a significant improvement in learning achievements in Basic English was observed among Grade 4 students who used online gamification compared to traditional methods, with higher scores in achievement tests at a significance level of 0.05. Finally, students expressed a good level of satisfaction with the online gamification approach in learning Basic English.

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Publication Details

Journal
Journal of Applied Data Sciences
Published
2024-12-01
DOI
https://doi.org/10.47738/jads.v5i4.410
Primary Topic
Educational Methods and Media Use
Type
article
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article

The Efficacy of Online Gamification in Improving Basic English Skills for Fourth-Grade Students

Tiamyod Pasawano
Journal of Applied Data Sciences
Educational Methods and Media Use
article

The Efficacy of Online Gamification in Improving Basic English Skills for Fourth-Grade Students

Tiamyod Pasawano
article en

Abstract

The study aimed to achieve three main objectives: 1) to develop an online gamification system using digital learning platforms for teaching English to Grade 4 students, following the E1/E2 = 80/80 efficiency criterion, 2) to compare students' achievement in Basic English through online gamification, and 3) to assess students' satisfaction with the use of online gamification in learning Basic English. The sample comprised 30 Grade 4 students from Settabutr Upathum School in the academic year 2022, selected through purposive random sampling. Research instruments included online Zoom classes, lesson plans, and interactive learning platforms. The study employed mean, standard deviation, and t-tests for dependent samples for data analysis. The results revealed an efficiency value of E1/E2 as 70.00/69.00, falling short of the 80/80 criteria. Several factors, such as the comprehensive nature of testing macro skills using digital media beyond cognitive abilities, may have contributed to not meeting the set criterion. Furthermore, a significant improvement in learning achievements in Basic English was observed among Grade 4 students who used online gamification compared to traditional methods, with higher scores in achievement tests at a significance level of 0.05. Finally, students expressed a good level of satisfaction with the online gamification approach in learning Basic English.

Journal of Applied Data SciencesVol. 5(4)
Rajamangala University of Technology (TH)
Quality Education
Openalex Percentile: Top 66%
Educational Methods and Media Use
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