EFFECT OF A FLIPPED LEARNING WITH PROBLEM-BASED LEARNING AND GAMIFICATIONS TO ENHANCE COMPUTATIONAL THINKING AND ACHIEVEMENT MOTIVATION OF UPPER SECONDARY SCHOOL STUDENTS ผลการจัดการเรียนรู้โดยใช้รูปแบบการเรียนกลับด้านร่วมกับการเรียนโดยใช้ปัญหาเป็นฐานและเกมิฟิเคชัน เพื่อส่งเสริมการคิดเชิงคำนวณและแรงจูงใจใฝ่สัมฤทธิ์ของนักเรียนมัธยมศึกษาตอนปลาย
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Abstract
The purpose of this research were 1) compare the effect of a flipped learning with problem-based learning and gamifications to enhance computational and achievement motivation, 2) to compare achievement motivation of students using a flipped learning with problem-based learning and gamifications. The samples were 40 tenth grade students of Rittiyawannalai School by 7 weeks of teaching. The experimental instruments were learning website and lesson plan. The data collection instruments comprised: computational thinking test, an achievement motivation test, and student’s satisfaction towards the model test questionnaire. The data were analyzed by using mean, standard deviation and t-test. The research results were as follows: the experimental result indicated that the subjects had computational thinking post-test mean scores higher than pre-test at .05 level of significance and achievement motivation post-test mean scores higher than pre-test at .05 level of significance.
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