@article{Sungkawadee_Sittiwong_2021, title={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}, volume={24}, url={https://so06.tci-thaijo.org/index.php/edujournal_nu/article/view/249548}, abstractNote={<p>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.<br>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 (<img title="\bar{x}" src="https://latex.codecogs.com/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).</p>}, number={1}, journal={Journal of Education and Innovation}, author={Sungkawadee, Ratchakan and Sittiwong, Tipparat}, year={2021}, month={Dec.}, pages={236–245} }