Attitudes of King Mongkut's Institute of Technology Ladkrabang Undergraduate Students Toward Board Game Collection of Learning and Innovation Skills
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Abstract
The objectives of this research were 1) to make a board game collection of learning and innovation skills to use in sports and recreational activities for King Mongkut's Institute of Technology Ladkrabang undergraduate students; the Delphi technique was used twice to collect data from board game experts (n=9); In the first round, experts freely suggested any suitable board games. In the second round, they had to evaluate those board games from the first round by using 5 points rating scale. The Friedman test was used to analyze the data, and 2) to measure students’ attitudes (n=45) toward those board games in class and summarized the data by descriptive statistics.
The results showed that 1) 13 board games were suitable for learning and innovation skills which were suggested by the experts in the first round and there were 8 board games in the second round which were Catan, Chinatown, CS-Files, Dixit, Flash Point, Hanabi, Pandemic, and Unlock! 2) A board game that created the most environment of critical thinking was Unlock! (M = 4.68, S.D. = 0.51). A board game that created the most environment of creativity was Chinatown (M = 3.85, S.D. = 0.77). A board game that created the most environment of collaboration was Pandemic (M = 4.56, S.D. = 0.56). A board game that created the most environment of communication skills was CS-Files (M = 4.31, S.D. = 0.72), and a board game that fit the player’s skills the most was CS-Files (M = 4.31, S.D. = 0.58).
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