Use of Gamification to Promote Spelling Skills of Grade 3 Students

This research aimed to (1) compare the English spelling skills of grade 3 students before and after learning from lessons using gamification, (2) compare the English spelling skills of grade 3 students using the gamification and the conventional, and (3) study the satisfaction of grade 3 students toward the lessons using gamification. The sample consisted of grade 3 students in the first semester of the academic year 2024 at La-or Utis Demonstration School, Suan Dusit University. Purposive sampling was employed to select the experimental group consisting of 16 students from grade 3/1, and the control group composed of 16 students from grade 3/2, totaling 32 students. The research instruments included a lesson plan using gamification, pre-tests, and post-tests to measure English achievement, and a survey on student satisfaction. The study’s findings demonstrated that grade 3 students' English spelling abilities improved following the gamification teaching approach lesson compared to their pre-learning levels, with a statistical significance level of .05 The English spelling skills of grade 3 students instructed through the gamification teaching strategy exhibited a statistically significant difference from those taught using conventional with a significance level of .05 With a mean score of 4.90 and a standard deviation of 0.17, grade 3 students' overall satisfaction with the gamified lesson was at the highest level.

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Publication Details

Journal
Journal of English Language and Linguistics
Published
2025-07-20
DOI
https://doi.org/10.62819/jel.2025.1013
Primary Topic
Generational Differences and Trends
Type
article
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article

Use of Gamification to Promote Spelling Skills of Grade 3 Students

Jira Jitsupa, Chayapon Chomchaiya, JURALUCK RATSAMEE
Journal of English Language and Linguistics
Generational Differences and Trends
article

Use of Gamification to Promote Spelling Skills of Grade 3 Students

Jira Jitsupa, Chayapon Chomchaiya, JURALUCK RATSAMEE
article en

Abstract

This research aimed to (1) compare the English spelling skills of grade 3 students before and after learning from lessons using gamification, (2) compare the English spelling skills of grade 3 students using the gamification and the conventional, and (3) study the satisfaction of grade 3 students toward the lessons using gamification. The sample consisted of grade 3 students in the first semester of the academic year 2024 at La-or Utis Demonstration School, Suan Dusit University. Purposive sampling was employed to select the experimental group consisting of 16 students from grade 3/1, and the control group composed of 16 students from grade 3/2, totaling 32 students. The research instruments included a lesson plan using gamification, pre-tests, and post-tests to measure English achievement, and a survey on student satisfaction. The study’s findings demonstrated that grade 3 students' English spelling abilities improved following the gamification teaching approach lesson compared to their pre-learning levels, with a statistical significance level of .05 The English spelling skills of grade 3 students instructed through the gamification teaching strategy exhibited a statistically significant difference from those taught using conventional with a significance level of .05 With a mean score of 4.90 and a standard deviation of 0.17, grade 3 students' overall satisfaction with the gamified lesson was at the highest level.

Journal of English Language and LinguisticsVol. 6(2)
Suan Dusit University (TH)
Openalex Percentile: Top 76%
Generational Differences and Trends
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Use of Gamification to Promote Spelling Skills of Grade 3 Students — Jira Jitsupa, Chayapon Chomchaiya, et al. · Journal of English Language and Linguistics (2025) | TGRS Research Map | TGRS