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Publication
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Research Title |
The Study of Learning Outcomes in a Gamification Online Classroom Based on Inquiry-Based Learning to enhance Analytical Thinking in Cell Division for Students in Grade 10 |
Date of Distribution |
17 September 2023 |
Conference |
Title of the Conference |
The 16 th International Conference on Educational Research |
Organiser |
Faculty of Education, Khon Kaen University |
Conference Place |
Faculty of Education, Khon Kaen University, 123 Moo 16 Mittraphap Rd., Nai-Muang, Muang District |
Province/State |
Khon Kaen |
Conference Date |
18 September 2023 |
To |
18 September 2023 |
Proceeding Paper |
Volume |
16 |
Issue |
1 |
Page |
176-184 |
Editors/edition/publisher |
Assoc. Prof. Dr. Pornsawan wongtatum |
Abstract |
The objectives of this research were to: 1) study the learning achievements of students after having studied in a gamification online classroom based on inquiry-based learning, 2) study the analytical thinking of students after having studied in a gamification online classroom based on inquiry-based learning, and 3) study the satisfaction of students toward a gamification online classroom based on inquiry-based learning. The implementation of this project follows the Type I Developmental Research model (Richey and Klein, 2017). The research in this paper is in the evaluation process (Phase 3). The target group used in the research was 32 Grade 10 students. The research tools were a gamification online classroom based on inquiry-based learning, lesson plans, an achievement test, an analytical thinking test, and a satisfaction questionnaire. The employed statistical analyses were mean, standard deviation, and tested hypotheses with a t-test dependent sample. The results of the research revealed that: 1) After using a gamification online classroom based on inquiry-based learning, post-test students' achievement was significantly higher than pre-test at the 0.5 level, 2) After using a gamification online classroom based on inquiry-based learning, post-test students' analytical thinking abilities were higher than pre-test, and 3) The student's satisfaction with a gamification online classroom based on inquiry-based learning was at the excellence level (x̄ = 4.52, S.D. = 0.55). |
Author |
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Peer Review Status |
มีผู้ประเมินอิสระ |
Level of Conference |
นานาชาติ |
Type of Proceeding |
Full paper |
Type of Presentation |
Oral |
Part of thesis |
true |
Presentation awarding |
false |
Attach file |
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Citation |
0
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