Educational Game Development in Computer Course on Computer Project for Students in Matthayomsuksa 6 Yang Talat Wittayakhan School.
Main Article Content
Abstract
This research was aimed to develop the educational gameoncomputer project for students in Mathayomsuksa 6. The purposes of the research were (1) to find efficiency according to criteria 80/80. (2) to compare the learning achievement between before and after the use of educational game. (3) to find the effectiveness index of educational game. (4) to study satisfaction of students in Mathayomsuksa 6 about using educational game. The sample group consisted of 30 students from Mathayomsuksa 6 who were derived from cluster random sampling in the first semester of academic year 2018 at Yangtalatwittayakhan school. The used tools in this research consisted of (1) the educational game on computer project for students in Mathayomsuksa 6. (2) the test about educational game. (3) the activity test during the lesson. (4) the assessment insurance for students’ satisfaction. The used statistics for data analysis were percentage, average, standard deviation and t-test (Independent Samples).
The research results were as follows.
1. The educational game’s on computer project for students in Mathayomsuksa 6 which the researcher created had 80.11/80.89.
2. The students’ learning achievement with educational game showed that learning achievement posttest was higher than pre-test significantly at the .01 level different.
3. The educational game effectively index was 0.5825 or 58.25 percent. (E.I.= 0.5825)
4. The average score of students’ satisfaction was 4.54, and the standard deviation was 0.01. The result was in the highest level.