Development of Learning Outcomes in the Ramayana: Episode "Narayan Defeats Nontak" Using Game-Based Learning with the TGT (Team-Games Tournament) Technique for 2nd-Year Secondary Students at Benjamarachuthit School, Pattani Province
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Abstract
This research aims to develop a learning management approach that utilizes Game-Based Learning (GBL) integrated with the Team-Games-Tournament (TGT) technique. This approach seeks to cater to student interest and elevate their literature learning achievement while also recognizing the importance of promoting active and participatory learning among secondary school students. The objectives of this research were twofold: first, to create learning plans for the literary work Ramakien, Episode: Narai Prap Nonthok, emphasizing game-based learning combined with the TGT technique specifically for Matthayom 2 students; and second, to compare the literature learning achievement in Ramakien, Episode: Narai Prap Nonthok, of 2nd-year secondary students both before and after the implementation of the GBL-based learning approach integrated with the TGT technique. The sample group for this study consisted of 30 2nd-Year Secondary Students students, who were selected through cluster random sampling via a lottery method. The research instruments used included learning management plans emphasizing game-based learning with the TGT technique and a literature learning achievement test on Ramakien, Episode: Narai Prap Nonthok.
The research showed that the two game-based learning plans using the TGT technique, which lasted 8 hours, were rated very highly (x̄ = 20.80, S.D. = 3.01), indicating they were effective and trustworthy. Furthermore, students' literature learning achievement in Ramakien, Episode: Narai Prap Nonthok, was significantly higher after receiving the GBL-based learning with the TGT technique compared to before learning, at a statistical significance level of .05. The data clearly demonstrates the effectiveness of this integrated learning management in developing students' literary understanding and skills. However, the study suggests that further research should be conducted on other factors, such as students' attitudes toward game-based learning and the optimal duration of learning management. Such additional studies may further increase the percentage of students' relative development before and after learning management.
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