THE RESULTS OF USING SOCIAL MEDIA IN CONJUNCTION WITH ONLINE GAMES TO PROMOTE LEARNING FOR UNDERGRADUATE STUDENTS IN FACULTY OF EDUCATION, NARESUAN UNIVERSITY ผลการใช้สื่อสังคมร่วมกับการเกมออนไลน์เพื่อส่งเสริมการเรียนรู้ สำหรับนิสิตระดับปริญญาตรี คณะศึกษาศาสตร์ มหาวิทยาลัยนเรศวร

Main Article Content

Ratchakan Sungkawadee
Tipparat Sittiwong

Abstract

The aims of this research were 1) to build and find the quality of learning for students who use social media in conjunction with online games to promote learning for undergraduate students, 2) to study the academic achievement of students using social media together with online gaming to promote learning for undergraduate students, 3) to study the opinions of students on the use of social media in conjunction with online gaming to promote learning for undergraduate students, and 4) to study the behavior of social media in conjunction with online gaming to promote learning for undergraduate students. The sample group used in this research was second-year undergraduate students in Educational Technology and Communication, Faculty of Education, Naresuan University, 30 people. The research instruments were the teaching plan for using social media in conjunction with online games on the Internet for Education, the quality assessment of social media with the online games on the Internet for Education, the achievement test on the Internet for Education, student opinion questionnaire, and a behavior record form for using social media together with online gaming to promote learning for undergraduate students.
This research was conducted with undergraduate students studying at the Faculty of Education at Naresuan University. The following results are noted in the research: 1) Using social media together with online gaming to promote learning for undergraduate students increased grades from 79.73/ 86.67 2) The comparison of academic achievement before and after school learning from social media in conjunction with online gaming to promote learning for undergraduate students found that the mean of academic achievement of post-study students was significantly higher than before studying at the .05 level. 3) The study of students' satisfaction towards the use of social media in conjunction with online gaming found that the overall satisfaction level was the highest (gif.latex?\bar{x} = 4.62, S.D. = 0.37). 4) Behavior of using social media with most frequent online games used in learning activities was Discord (90).

Downloads

Download data is not yet available.

Article Details

How to Cite
Sungkawadee, R. ., & Sittiwong, T. . (2021). THE RESULTS OF USING SOCIAL MEDIA IN CONJUNCTION WITH ONLINE GAMES TO PROMOTE LEARNING FOR UNDERGRADUATE STUDENTS IN FACULTY OF EDUCATION, NARESUAN UNIVERSITY: ผลการใช้สื่อสังคมร่วมกับการเกมออนไลน์เพื่อส่งเสริมการเรียนรู้ สำหรับนิสิตระดับปริญญาตรี คณะศึกษาศาสตร์ มหาวิทยาลัยนเรศวร. JOURNAL OF EDUCATION NARESUAN UNIVERSITY, 24(1), 236–245. Retrieved from https://so06.tci-thaijo.org/index.php/edujournal_nu/article/view/249548
Section
Research Articles

References

Boyd, D., & Ellison, N. (2008). Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication, 13, 210-230. http://dx.doi.org/10.1111/j.1083-6101.2007.00393

Bunlue, S. (2018). The suitable model of online learning and teaching for Ubon Ratchathani Rajabhat. Journal of Roi Et Rajabhat University, 11(2), 250-260. [in Thai]

Kabkham, T. (2010). What is social media. Retrieved July 19, 2010, from http://krunum.wordpress.com/ 2010/06/02/social-network [in Thai]

Kaewsuksai, R., & Jussapalo, C. (2013). Online social network: Facebook usage for the learners’ development. Princess of Naradhiwas University Journal, 5(4), 195-205. [in Thai]

Panich, V. (2015). How to create learning for students in the 21st century. Walailak Journal of Learning Innovations, 1(2), 3-14. [in Thai]

Podapol, C. (2019). Online learning management: New normal of education. Retrieved from http://slc.mbu.ac.th/wp-content/uploads/2020/06 [in Thai]

Saechia, T. (2017). Using strategy-based board games to develop the critical thinking skills of 9th grade students in large-sized schools of the Basic Education Commission of Pathum Thani (Master thesis). Pathum Thani: Thammasat University. [in Thai]

Sittiwong, T. (2015). The study of undergraduate students opinion towards the use of Facebook in graphics design and production for education in field of Educational Communications and Technology Faculty of Education, Naresuan University. Journal of Education Naresuan University, 17(3), 82-88. [in Thai]

Thammetar, T. (2014). e-Learning: From theory to practice. Nonthaburi: Sahamit Printing & Publishing. [in Thai]

Most read articles by the same author(s)