Using Gamification Combined with Digital Storytelling to Enhance English Listening Comprehension Ability and Attitudes of Mathayomsuksa 1 EFL Learners
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Abstract
The objectives of this study were to assess and compare the English listening comprehension of Mathayomsuksa 1 students before and after the instruction using the gamification combined with digital storytelling, and to investigate students’ attitudes toward instruction using gamification combined with digital storytelling in English listening instruction. The sample of this study consisted of 17 students in the first semester of the 2025 academic year at Dongwendongcharoeanwittaya School in the Office of Nongkhai Primary Education Service Area 1. The researcher used cluster random sampling as the technique of selecting the sample. A one-group pretest-posttest design was employed in this study. The data collection instruments in this study consisted of 12 lesson plans, an English listening comprehension assessment, and an attitudes questionnaire. The instructional design in this study lasted for 12 weeks with 2 hours per week, totaling 24 hours. The data analysis techniques in this study consisted of means, percentages, standard deviation, one-sample t-test, and dependent t-test. The data analysis results are as follows:
- The students’ mean scores on the pretest and posttest of English listening comprehension were 13.94 (34.85%) and 30.35 (75.87%), respectively. The posttest mean score was significantly higher than the pretest score (t = 18.67, p < .01) and exceeded the predetermined criterion of 70 percent.
- The attitudes of the students toward the instruction of English listening comprehension ability using the gamification combined with digital storytelling were at a very good level.
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