Please use this identifier to cite or link to this item: http://www.repository.rmutt.ac.th/xmlui/handle/123456789/4569
Title: Efficiency of Online Learning Based on Gamification Concept to Enhance the English Proficiency of Primary 1 (Grade 1) Students
Authors: Rillera Segundo, Jasmin
Keywords: online learning
gamification
English proficiency
efficiency
Issue Date: 2023
Publisher: Rajamangala University of Technology Thanyaburi. Learning Technology and Innovation. Faculty technical education.
Abstract: The objectives of this study were to: 1) study the efficiency of online learning based on gamification concept to enhance the English proficiency of Primary 1 (Grade 1) students, 2) compare pretest and posttest of Primary 1 (Grade 1) students, and 3) study the satisfaction of Primary 1 (Grade 1) students who learned through online learning based on the gamification concept to enhance their English proficiency. The sample group was 3 0 Primary 1 (Grade 1) students studying the English Conversation course at Prayaprasertsuntrasai (Krajang Singhaseni) school, Thailand in the academic year 2022 using a purposive sampling technique. The research instruments consisted of: 1) online learning based on gamification concept, 2) a questionnaire on content and media quality, 3) a learning achievement questionnaire, and 4) a questionnaire on students’ satisfaction. The research results revealed that: 1) the efficiency of online learning based on the gamification concept used to enhance the English proficiency of Primary 1 (Grade 1) students (E1/E2) was 80.22/85.50 according to the criteria of 80/80. The evaluation of content online learning based on the gamification concept to enhance the English proficiency of Primary 1 (Grade 1) students by the experts was totally appropriate at the excellent level (mean= 4.93, SD=0.12), and the evaluation of media by the experts was totally appropriate at the excellent level (mean= 4.73, SD=0.29), 2) the post-test scores were higher than the pre-test scores with a statistically significant level of .05, and 3) the satisfaction of students who learned through online learning based on the gamification concept to enhance their English proficiency was at the good level (mean= 4.44, SD=0.62).
URI: http://www.repository.rmutt.ac.th/xmlui/handle/123456789/4569
Appears in Collections:วิทยานิพนธ์ (Thesis-TECHED)

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