การพฒนาชดการเรยนรรวมกบเกมฟเคชน เรองกระบวนการออกแบบเชงวศวกรรม สำหรบนกเรยนชนมธยมศกษาปท 2

The objectives of this research were: (1) to develop a learning package integrated with gamification on the engineering design process for Grade 8 students; (2) to evaluate the quality of the developed learning package integrated with gamification on the engineering design process for Grade 8 students; (3) to determine the efficiency of the developed learning package integrated with gamification on the engineering design process based on the 80/80 standard; (4) to compare students’ learning achievement before and after using the developed learning package integrated with gamification on the engineering design process, expecting a statistically significant improvement at the 0.05 level; and (5) to examine students’ satisfaction with the developed learning package integrated with gamification on the engineering design process. This research was based on the ADDIE Model to enhance students' learning achievement. The population consisted of Grade 8 students at Horwang School enrolled in the Computer for Design course. The sample group included 40 students from Grade 8/9, selected using simple random sampling during the second semester of the 2024 academic year. The research instruments included: (1) a learning package integrated with gamification on the engineering design process, (2) a lesson plan incorporating the learning package, and (3) pre-test and post-test assessments administered via Google Forms. Data analysis involved percentage, mean, standard deviation, and hypothesis testing using a t-test. The research findings indicated that the development of the learning package integrated with gamification on the engineering design process for Grade 8 students resulted in the creation of the "Innovator’s Journey: Engineering Design Process" learning package. Furthermore, the quality of the developed learning package was evaluated using an assessment form designed by the researcher and validated by experts to ensure accuracy and appropriateness. The results showed an average score of 4.95, indicating the highest level of quality. The efficiency of the developed learning package was measured at 82.81/95.50, which exceeded the 80/80 standard. Additionally, students’ learning achievement after using the developed learning package integrated with gamification on the engineering design process was significantly higher than before, at a statistical significance level of 0.05. Lastly, students' satisfaction with the learning package integrated with gamification on the engineering design process was rated at the highest level with an average value 4.81, standard deviation of 0.33).

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Publication Details

Published
2025-06-05
DOI
https://doi.org/10.14416/c.fte.2025.06.038
Primary Topic
Educational Games and Gamification
Type
article
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article

การพฒนาชดการเรยนรรวมกบเกมฟเคชน เรองกระบวนการออกแบบเชงวศวกรรม สำหรบนกเรยนชนมธยมศกษาปท 2

Burachat Khamthip, Puttida Sakulwiriyakitkul
Educational Games and Gamification
article

การพฒนาชดการเรยนรรวมกบเกมฟเคชน เรองกระบวนการออกแบบเชงวศวกรรม สำหรบนกเรยนชนมธยมศกษาปท 2

Burachat Khamthip, Puttida Sakulwiriyakitkul
article en

Abstract

The objectives of this research were: (1) to develop a learning package integrated with gamification on the engineering design process for Grade 8 students; (2) to evaluate the quality of the developed learning package integrated with gamification on the engineering design process for Grade 8 students; (3) to determine the efficiency of the developed learning package integrated with gamification on the engineering design process based on the 80/80 standard; (4) to compare students’ learning achievement before and after using the developed learning package integrated with gamification on the engineering design process, expecting a statistically significant improvement at the 0.05 level; and (5) to examine students’ satisfaction with the developed learning package integrated with gamification on the engineering design process. This research was based on the ADDIE Model to enhance students' learning achievement. The population consisted of Grade 8 students at Horwang School enrolled in the Computer for Design course. The sample group included 40 students from Grade 8/9, selected using simple random sampling during the second semester of the 2024 academic year. The research instruments included: (1) a learning package integrated with gamification on the engineering design process, (2) a lesson plan incorporating the learning package, and (3) pre-test and post-test assessments administered via Google Forms. Data analysis involved percentage, mean, standard deviation, and hypothesis testing using a t-test. The research findings indicated that the development of the learning package integrated with gamification on the engineering design process for Grade 8 students resulted in the creation of the "Innovator’s Journey: Engineering Design Process" learning package. Furthermore, the quality of the developed learning package was evaluated using an assessment form designed by the researcher and validated by experts to ensure accuracy and appropriateness. The results showed an average score of 4.95, indicating the highest level of quality. The efficiency of the developed learning package was measured at 82.81/95.50, which exceeded the 80/80 standard. Additionally, students’ learning achievement after using the developed learning package integrated with gamification on the engineering design process was significantly higher than before, at a statistical significance level of 0.05. Lastly, students' satisfaction with the learning package integrated with gamification on the engineering design process was rated at the highest level with an average value 4.81, standard deviation of 0.33).

Openalex Percentile: Top 77%
Educational Games and Gamification
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