The Development of Educational Board Game Blended with Augmented Reality Technology about English for Front- Office Operation to Promote Learning Achievement for Undergraduate Student
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Abstract
This study aims to: 1) develop an educational board game integrated with augmented reality technology for learning English vocabulary used in front-line operations, 2) compare the learning achievement of undergraduate students before and after learning with the board game, and 3) examine students' satisfaction with the use of the board game. The sample group consisted of 30 third-year undergraduate students majoring in English for International Communication, Faculty of Liberal Arts, Rajamangala University of Technology Phra Nakhon. The participants were selected using purposive sampling. The research instruments included a 40-item learning achievement test and a student satisfaction questionnaire. Data were analyzed using mean, standard deviation, and the Paired-Sample t-test at a significant level of 0.05.
The results revealed that students' learning achievement after using the board game was significantly higher than before (pre-test = 11.77, S.D. 1.52 post-test
= 17.63 , S.D. 1.77 t = 18.50 p < 0.05) Additionally, students' overall satisfaction with the board game was at a high level (
= 4.00 S.D. 0.96)
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