Online Game-based Learning via LINE Application to Enhance Parts of Speech Skills of High School Students with Hearing Impairment in the 21st Century

This study aimed to develop and evaluate an online game-based learning tool via LINE application to enhance English parts of speech skills among high school students with hearing impairments. The research objectives were to: (1) develop the online educational game, (2) assess its efficiency, (3) compare students' pre- and post-learning achievement, (4) examine students' learning progress, and (5) investigate the relationship between post-learning achievement and student satisfaction. The sample consisted of 27 high school students with hearing impairments from Surin School for the Deaf during the first semester of the 2024 academic year, selected through purposive sampling. Research instruments included the developed online game, pre- and post-tests, and a satisfaction survey. Data were analyzed using a dependent t-test, Pearson's correlation, percentages, and mean scores. The development process yielded 8 learning units and 109 online games. The system demonstrated high functionality, with an efficiency ratio of 1.46, exceeding McGuigan's criterion of 1.00. A significant improvement in students' post-test scores compared to pre-test scores was observed (p < 0.05). The average learning gain was 15.59%, which was lower than the hypothesized 50%. A significant positive correlation was found between student satisfaction and post-learning achievement (p < 0.05). These findings suggest that the developed online game-based learning tool effectively enhances English language skills among students with hearing impairments, offering insights into innovative educational approaches for this population.

Authors

Publication Details

Journal
Journal of Applied Informatics and Technology
Published
2026-11-04
DOI
https://doi.org/10.14456/jait.2026.26
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Online Game-based Learning via LINE Application to Enhance Parts of Speech Skills of High School Students with Hearing Impairment in the 21st Century

Wiphasith Hiranrat
Journal of Applied Informatics and Technology
Educational Games and Gamification
article

Online Game-based Learning via LINE Application to Enhance Parts of Speech Skills of High School Students with Hearing Impairment in the 21st Century

Wiphasith Hiranrat
article en

Abstract

This study aimed to develop and evaluate an online game-based learning tool via LINE application to enhance English parts of speech skills among high school students with hearing impairments. The research objectives were to: (1) develop the online educational game, (2) assess its efficiency, (3) compare students' pre- and post-learning achievement, (4) examine students' learning progress, and (5) investigate the relationship between post-learning achievement and student satisfaction. The sample consisted of 27 high school students with hearing impairments from Surin School for the Deaf during the first semester of the 2024 academic year, selected through purposive sampling. Research instruments included the developed online game, pre- and post-tests, and a satisfaction survey. Data were analyzed using a dependent t-test, Pearson's correlation, percentages, and mean scores. The development process yielded 8 learning units and 109 online games. The system demonstrated high functionality, with an efficiency ratio of 1.46, exceeding McGuigan's criterion of 1.00. A significant improvement in students' post-test scores compared to pre-test scores was observed (p < 0.05). The average learning gain was 15.59%, which was lower than the hypothesized 50%. A significant positive correlation was found between student satisfaction and post-learning achievement (p < 0.05). These findings suggest that the developed online game-based learning tool effectively enhances English language skills among students with hearing impairments, offering insights into innovative educational approaches for this population.

Journal of Applied Informatics and Technology
Thailand Science Research and Innovation
Quality education, Reduced inequalities, Good health and well-being
Openalex Percentile: Top 27%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon