Using Gamification to Improve English Vocabulary Learning Ability of Prathomsuksa 6 Students

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Pooncharat Insaeng

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The purposes of this research were to study and compare the English vocabulary learning ability before and after using gamification, and to study students’ attitude toward teaching English vocabulary using gamification of Prathomsuksa 6 students. The sample consisted of 27 Prathomsuksa 6 students in the first semester of the academic year 2022 at Ban E-Lean School, under the Office of Udon Thani Primary Education Service Area 1. The students were selected by cluster random sampling. The design of this research was a one group pretest-posttest design. The research instruments included 12 lesson plans, an English vocabulary learning ability test and an attitude questionnaire. The experiment lasted 12 weeks, 2 hours a week, or 24 hours for all. The mean, percentage, standard deviation, one-sample t-test and t-test for Dependent Samples were used for data analysis. The findings of this research indicated that the students’ pretest and posttest mean scores on English vocabulary learning ability were 3.59 or 8.98 percent and 30.40 or 76.02 percent respectively. The students’ posttest mean score was higher than the set criterion of 70 percent and higher than that of the pretest, and the students’ attitude toward teaching English vocabulary using gamification was at a good level.

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