2012 ©
             Publication
Journal Publication
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
     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
645050020-8 Miss TANITA SAMRANJIT [Main Author]
Education Master's Degree

Peer Review Status มีผู้ประเมินอิสระ 
Level of Conference นานาชาติ 
Type of Proceeding Full paper 
Type of Presentation Oral 
Part of thesis true 
Presentation awarding false 
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