DEVELOPMENT APPLICATION GAME BOARDS THAI FOLK GAMES TO ENHANCE CRITICAL THINKING FOR SECONDARY SCHOOL

Main Article Content

Thanyavadee Gumjudpai
Tipparat Sittiwong

Abstract

The purpose of this inquiry were develop and evaluate the quality of board game applications game boards Thai folk games to enhance critical thinking for high school. Firstly, to create and assess the quality of applications game boards Thai folk games. Secondly, in order to compare the pretest – posttest of applications game boards Thai folk games. Thirdly, examine students’ satisfaction of with applications game boards Thai folk games. The sample size used in this research were, students in the grade 7 of 3 schools in secondary educational service area office 39, Phitsanulok from Bang Krathum Pittayakhom School Wang Nam Khu Suksa School and Bangrakamwittaya Suksa School (3 School), 30 students per classroom, total 90 students by selecting a specific sample group. Research tools Including 1) applications game boards Thai folk games, 2) learning management plan, 3) quality of applications game boards Thai folk games assessment form, 4) an educational achievement measure, and 5) a questionnaire on student satisfaction towards learning with applications game boards Thai folk games. The statistics used in the data analysis were mean (gif.latex?\bar{x}) standard deviation (SD), and dependent t-test. The results of this study indicated that 1) the quality assessment of applications game boards Thai folk games to enhance critical thinking for secondary school was at the highest level (gif.latex?\bar{x} = 4.53, SD = 0.64), 2) the learning achievement of the students who learned with applications game boards Thai folk games after school was statistically significantly higher than before at .05, and 3) students’ satisfaction were learning with applications game boards Thai folk games. At a high level (gif.latex?\bar{x} = 4.40, SD = 0.45).

Article Details

How to Cite
Gumjudpai, T., & Sittiwong, T. . (2023). DEVELOPMENT APPLICATION GAME BOARDS THAI FOLK GAMES TO ENHANCE CRITICAL THINKING FOR SECONDARY SCHOOL. Journal of Education and Innovation, 25(4), 201–210. Retrieved from https://so06.tci-thaijo.org/index.php/edujournal_nu/article/view/255204
Section
Research Articles

References

Brahmawong, C. (2013). Developmental testing of media and instructional package. Silpakorn Educational Research Journal, 5(1), 7-20. [in Thai]

Good, C. V. (1973). Dictionary of education (3rd ed.). New York: McGraw-Hill.

Jiravarapong, B. (2021). Games based learning: New learning media in Thailand. Retrieved June 26, 2018, from http://nokfuangladda.blogspot.com/ [in Thai]

Junsiri, S. (2019). The development of critical thinking skills by using problem-based learning in principle of farm management for second year student in vocational certificate (Master thesis). Bangkok: Dhurakij Pundit University. [in Thai]

Khammani, T. (2002). Science teaching – knowledge for effective learning process. Bangkok: Dan Sutha Printing. [in Thai]

Ministry of Education. (2002). Research for the development of learning according to the curriculum of basic educational institutions. Bangkok: Kurusapa Printing Ladphrao. [in Thai]

Nganlasom, P. (2021). Development on a board game to enhance learning development and attitude toward Thai literature of seventh grade students. Journal of Political Science Mahamakut Buddhist University, 1(1), 24-40. [in Thai]

Paras, B., & Bizzocchi, J. (2005). Game, motivation, and effective learning: An integrated model for educational game design. Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play.

Preedakorn, A. (2014). Design a boardgame to study color circle for student in grade 6 (Master thesis). Bangkok: Srinakharinwirot University. [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]

Saenphan, W. (2013). Learning subject matter and process design of science learning management. Bangkok: Ramkhamhaeng University Press. [in Thai]

Sintapanon, S. (2008). Innovation in teaching and learning to improve the quality of youth (2nd ed.). Bangkok: 9119 Technic Printing. [in Thai]

Songsai, N. & Sitiwong, T. (2020). The study of the result in using board games as the teaching materials in science subject; “ecosystem” for encouraging the critical thinking skills of 3th grade students in Risamrongchanupatham School. E-Journal of Media Innovation and Creative Education, 3(2), 1-11. [in Thai]

Thaipost. (2019). Playing Thai games increases the physical activity of children in the 4.0 era. Retrieved March 21,2021, from https://www.thaipost.net/main/detail/43758 [in Thai]