The Development of a Learning Management Innovation Model in English Communication through Walk Rally Games and ugmented Reality Technology

Authors

  • Wipawee Jeambush Faculty of Science and Technology, Bansomdejchaopraya Rajabhat University.
  • Boonmee Kavinseksan Faculty of Science and Technology, Bansomdejchaopraya Rajabhat University.
  • Annop Piyasinchart Faculty of Technical Education, King Mongkut's University of Technology North Bangkok.
  • Wilai Tangchitsomkit Faculty of Education, Dhonburi Rajabhat University.

Keywords:

learning management innovation model, English Communication, walk rally games, augmented reality technology

Abstract

The research objectives were to: 1) develop a learning management innovation model in English communication through Walk Rally Games and Augmented Reality technology, 2) study the efficiency of the model, 3) study the effectiveness of the model, and 4) study students’ satisfaction towards the model. The research instruments were: 1) the learning management innovation model, 2) appropriateness and value evaluation questionnaires, 3) learning management plan in English communication based on the created model, 4) the model efficiency evaluation (E1/E2), 5) pre-test and post-test for assessing students’ learning achievement, and students’ satisfaction assessment form. The statistics used to analyze the data were percentage, mean (X ̅), standard deviation (S.D.), and t-test. Samples consisted of two groups: 1) five educational specialists and five information and communication technology specialists for evaluating the model’s appropriateness and value, and 2) 40 Mathayom Suksa 2/9 students of Potisarnpittayakorn School for the tryout were selected randomly. The results of the study were as follows: 1) The processes of the developed model consisted of 5 steps: (1) warm-up, (2) remember, (3) group work, (4) apply, and (5) presentation. The specialists claimed the model as appropriate and of great value (X ̅ = 4.76, S.D. = 0.44). 2) The efficiency of the developed model was higher than the specified criteria of 80/80 (E1/E2 = 91.69/ 84.53). 3) The post-test mean score of students was higher than the pretest at a significant level of 0.05. 4) The satisfaction of the students was at the highest level (X ̅ = 4.68, S.D. = 0.03).

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References

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Published

2021-12-28

How to Cite

Jeambush, W. . ., Kavinseksan, B. . ., Piyasinchart, A. . ., & Tangchitsomkit, W. . . (2021). The Development of a Learning Management Innovation Model in English Communication through Walk Rally Games and ugmented Reality Technology. Dhonburi Rajabhat University Journal, 15(2), 22–37. retrieved from https://so02.tci-thaijo.org/index.php/journaldru/article/view/253783

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Reseach Articles