การใช้เกมแอปพลิเคชันการวัดและประเมินผลในศตวรรษที่ 21 เพื่อพัฒนาผลสัมฤทธิ์ ทางการเรียนรายวิชาการวิจัยเพื่อพัฒนาการเรียนรู้ ของนักศึกษาครุศาสตรบัณฑิต
Main Article Content
Abstract
The objectives of this research were 1) to study the scores during the course of students who studied by using game applications for measurement and evaluation 2) to compare the learning achievements in the research for learning development course between different game applications for measurement and evaluation (KAHOOT and QUIZIZZ) and 3) to study opinions of learning activities by using game applications for measurement and evaluation. The Samples were 25 students in Arts Education and 25 students in Early Childhood Education, selected by cluster random sampling, and both groups had no difference knowledge bases on research for learning development. The research findings showed that;
1) Early Childhood Education students who used QUZIZZ as the learning activities had the mean during the study scores were 6.70 and Arts Education students who used KAHOOT as the learning activities had the mean during the study scores were 5.36.
2) Early childhood education students who used QUZIZZ as the learning activities had higher learning achievements in the research for learning development course than Art Education students who used KAHOOT as the learning activities significant at .01 level.
3) Most of the students had a positive opinions on learning activities using KAHOOT. QUIZIZZ and QUIZIZZ had MORE positive opinions than KAHOOT.
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