The development of blended English learning activities based on the Gamification concept to promote speaking skills and cultural understanding of native speakers for 6th grade students.

Authors

  • Pornyamon Chimpanit -

Abstract

The objectives of this research were 1) To establish and determine the effectiveness of the blended English learning activity based on the Gamification concept to promote speaking skills and cultural understanding of native speakers according to the criterion 75/75, 2) try using the blended English learning activity based on the Gamification follow the process of research and development. The sample group of 26 students sixth grade students who were studying semester 2 academic year 2021 at Bankrang (Phrakhawchaiyasit) school that were chosen by Purposive sampling. Research instruments included the blended English learning activity based on the Gamification, speaking skill test and cultural understanding of nativespeakers test. The statistics used in the research were percentage, mean, standard deviation, t-test (one sample) and t-test (dependent samples).

            The results of this research indicated as follows :

            1) The effectiveness of the blended English learning activity based on the Gamification concept for promoting speaking skills and cultural understanding of native speakers was 77.33/78.85, which was higher than the criterion 75/75.

            2) The students’ speaking skills after the blended English learning activity based on the Gamification concept was significantly higher than 75 percentage of the mastery criterion at .05 level of statistical significance.

            3)  The students' cultural understanding of native speakers after learning the blended English learning activity based on the Gamification concept was higher than before learning at the .05 level of statistical significance.

Keyword : Blended learning; Gamification; Speaking skill and Cultural Understanding

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Published

2022-08-31

How to Cite

Chimpanit, P. (2022). The development of blended English learning activities based on the Gamification concept to promote speaking skills and cultural understanding of native speakers for 6th grade students. Journal of Humanities and Social Sciences Mahamakut Buddhist University Isan Campus, 3(2), 18–32. Retrieved from https://so06.tci-thaijo.org/index.php/jhsmbuisc/article/view/257790

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บทความวิจัย