Developing game-based learning and English learning achievement of grade 1 students

The first objective aims to develop English learning activities using game-based learning for enhancing the vocabulary retention of grade 1 students, to be effective according to the 70/70 criterion. The second objective aims to compare the learning achievement before and after. The participants of this research consisted of 32 grade 1 students in Semester 2, Academic Year 2023. The research tools were divided into two categories, including 3 learning management plans, a vocabulary memorization ability test in flashcard format with 20 items, and a learning achievement test, which was 20 items of multiple choices. The statistics used in data analysis were percentage, mean, standard deviation, and dependent t-test. The results of the research found that the game-based learning plan for grade 1 students had an efficiency of 86.41/79.38, which is higher than the set criteria of 70/70. They had higher academic achievement after learning management than before learning at a statistical significance of .05. English learning and other fields of study can benefit from the implementation and more research in various group of the study.

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Publication Details

Journal
Journal of Green Learning
Published
2024-12-31
DOI
https://doi.org/10.53889/jgl.v4i2.357
Primary Topic
Educational Methods and Media Use
Type
article
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article

Developing game-based learning and English learning achievement of grade 1 students

Parichart Prasertsang, Tawanna Sirisarn
Journal of Green Learning
Educational Methods and Media Use
article

Developing game-based learning and English learning achievement of grade 1 students

Parichart Prasertsang, Tawanna Sirisarn
article en

Abstract

The first objective aims to develop English learning activities using game-based learning for enhancing the vocabulary retention of grade 1 students, to be effective according to the 70/70 criterion. The second objective aims to compare the learning achievement before and after. The participants of this research consisted of 32 grade 1 students in Semester 2, Academic Year 2023. The research tools were divided into two categories, including 3 learning management plans, a vocabulary memorization ability test in flashcard format with 20 items, and a learning achievement test, which was 20 items of multiple choices. The statistics used in data analysis were percentage, mean, standard deviation, and dependent t-test. The results of the research found that the game-based learning plan for grade 1 students had an efficiency of 86.41/79.38, which is higher than the set criteria of 70/70. They had higher academic achievement after learning management than before learning at a statistical significance of .05. English learning and other fields of study can benefit from the implementation and more research in various group of the study.

Journal of Green LearningVol. 4(2)
Roi et Rajabhat University (TH)
Quality Education
Openalex Percentile: Top 60%
Educational Methods and Media Use
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Developing game-based learning and English learning achievement of grade 1 students — Parichart Prasertsang, Tawanna Sirisarn · Journal of Green Learning (2024) | TGRS Research Map | TGRS