The Effect of Game-Based Learning with GAMILAB Game Online on Khmer Vocabulary Achievement and Retention among Grade 11 Students at Weerawatyothin School
Keywords:
Game-based learning, GAMILAB Game Online, Retention, Khmer VocabularyAbstract
This research aimed to 1) develop and evaluate the quality of the GAMILAB online game; 2) compare students’ Khmer vocabulary achievement before and after learning through game-based learning with the GAMILAB online game; 3) examine students’ retention of Khmer vocabulary after using game-based learning with GAMILAB online game; and 4) investigate students’ satisfaction from Weerawatyothin School, Surin Province, was selected through simple random sampling. The research instruments included 1) the GAMILAB online game, 2) lesson plans, 3) a Khmer vocabulary achievement and retention test, and 4) a satisfaction questionnaire. Statistical methods used for data analysis included arithmetic mean, standard deviation, percentage, relative gain score, and t-test dependent. The findings indicated that 1) the quality of the game-based learning using the GAMILAB online game was rated at the highest level (M = 4.84, S.D. = 0.38); 2) students’ Khmer vocabulary achievement after learning through game-based learning using the GAMILAB online game was significantly higher than before at the .05 level of significance; 3) the students’ Khmer vocabulary retention after two weeks had a mean score of 24.50, equivalent to 81.67 percent, which was higher than the set threshold; and 4) the students’ satisfaction with the game-based learning using the GAMILAB online game was rated at the highest level (M = 4.58, S.D. = 0.31).
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