THE DEVELOPMENT OF LEARNING ACHIEVEMENT AND ATTITUDE TOWARDS MAJOR BUDDHIST FOR MATTHAYOMSUKSA 2 BY USING GAME BASE ON BRAIN - BASED LEARNING (BBL) การพัฒนาผลสัมฤทธิ์ทางการเรียนและเจตคติต่อการเรียนวิชาพระพุทธศาสนา สำหรับนักเรียนชั้นมัธยมศึกษาปีที่ 2 โดยใช้เกมตามแนวการเรียนรู้โดยใช้สมองเป็นฐาน

Main Article Content

Jirawad Suksai
Siraprap Phruttikul
Parinya Thongsorn

Abstract

The Objectives of this research were to development of learning achievement and attitude towards major Buddhist for Matthayomsuksa 2 by using game base on brain-based learning (BBL). The sample for this research consisted of 48 Matthayomsuksa 2 students of Bansuanjananusorn School. The sample was randomly selected by using Cluster random sampling method. The research instruments consisted of lesson plans in topic of “The Four noble Truths”, Buddhist Learning achievement test, Attitude towards Buddhist test. The data were analyzed by using the t-test for Dependent samples. The analyses of experimental data were summarized as follows:
1. The post-test mean scores of Buddhist learning achievement of Matthayomsuksa 2 students after using game base on brain-based learning (BBL) were statistically and significantly higher than pre-test mean scores of that at the .05 level (t = 11.00, p = .00).
2. The post-test mean scores of Buddhist learning achievement of Matthayomsuksa 2 students after using game base on brain-based learning (BBL) were statistically and significantly higher than 70 (t = 1.72, p = .04).
3. The post-test mean scores of attitude towards Buddhist of Matthayomsuksa 2 students after using game base on brain-based learning (BBL) were statistically and significantly higher than pre-test mean scores of that at the .05 level (t = 3.26, p = .01).

Article Details

How to Cite
Suksai, J., Phruttikul, S. ., & Thongsorn, P. . (2018). THE DEVELOPMENT OF LEARNING ACHIEVEMENT AND ATTITUDE TOWARDS MAJOR BUDDHIST FOR MATTHAYOMSUKSA 2 BY USING GAME BASE ON BRAIN - BASED LEARNING (BBL): การพัฒนาผลสัมฤทธิ์ทางการเรียนและเจตคติต่อการเรียนวิชาพระพุทธศาสนา สำหรับนักเรียนชั้นมัธยมศึกษาปีที่ 2 โดยใช้เกมตามแนวการเรียนรู้โดยใช้สมองเป็นฐาน. Journal of Education and Innovation, 23(3), 92–102. Retrieved from https://so06.tci-thaijo.org/index.php/edujournal_nu/article/view/143291
Section
Research Articles

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