Academic administration, teaching and learning technology (computational science) on creating results on the topic of the candle procession tradition using games for elementary school students Ban Dome Pradit School Ubon Ratchathani Province
Keywords:
teaching and learning innovation, Craftsman Games, achievementAbstract
The objectives of this article were 1) to develop and find the effectiveness of innovation in teaching and learning technology (Computational Science) on creating Sandbox works on the topic “Thian Phansa Festival” by using Craftsman games of Prathomsuksa 6 students at Ban Dome Pradit school, Phibun Mangsahan District, Ubon Ratchathani Province 2) to compare the student’s academic achievement before and after studying the innovation of teaching and learning technology (Computational Science) on the creation of Sandbox works on the topic of “Tradition of the Candle Parade” using Craftsman games of grade 6 students at Ban Dome Pradit School, Phibun Mangsahan District, Ubon Ratchathani Province and 3) to study the satisfaction in learning the innovation of teaching-learning technology (Computational Science) on creating sandbox works on the topic of “Thian Phansa Tradition” using Craftsman games of Prathomsuksa 6 students at Ban Dome Pradir School, Phibun Mangsahan District, Ubon Ratchathani Province. The research was the experimental research. Data analyses were E1/E2, t-test by Paired sample test, mean and percentage.
1)The efficiency of innovation in teaching and learning technology (Computational Science) on the creation of Sandbox works on the topic “Tradition of the Candle Parade” by using Craftsman games of grade 6 students at Ban Dome Pradit School, Phibun Mangsahan District, Ubon Ratchathani Province was at 84.22/85.00
2)Student achievement by innovation of teaching and learning technology (Computational Science) on the creation of Sandbox works on the topic of “Tradition of the Candle Parade” by using Craftsman games of Prathomsuksa 6 students at Ban Dome Pradit School after studying was higher than before significantly at .05.
3)The level of satisfaction with learning through innovative technology teaching and learning management (Computational Science) on the creation of Sandbox works on the topic “Tradition of the Candle Parade” by using Craftsman games of grade 6 students at Ban Dome Pradit School overall was high (4.71).
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