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.
Authors
- Jira Jitsupa (ORCID: https://orcid.org/0000-0001-6432-6614)
- Chayapon Chomchaiya (ORCID: https://orcid.org/0009-0006-4711-2431)
- JURALUCK RATSAMEE
Institutions
- Suan Dusit University (TH)
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
- Field-Weighted Citation Impact
- 0.00