Action Research to Develop Learning Achievement in Word Formation in Thai Language for Grade 7 Students using Game-Based Learning Combined with Smart Paper Game.
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Abstract
The objectives of this research were: 1) to develop learning achievement in word formation in Thai language for Grade 7 students through game-based learning and smart paper games, 2) to compare the learning achievement in word formation in Thai language for Grade 7 students through game-based learning and smart paper games to the 70% criterion, and 3) to study the satisfaction of Grade 7 students who were developed learning achievement in word formation in Thai language through game-based learning with smart paper games. The research sample consisted of 10 students from Grade 7 during the first semester of the 2024 academic year at Luang Pho Khoon Parisuttho Secondary School. The sample was selected through cluster random sampling. The research was conducted using the action research model, each with four stages: 1) Planning, 2) Action, 3) Observation, and 4) Reflection. Research instruments included: 1) lesson plans, 2) an achievement test, 3) behavior observation forms, 4) student interview records, and 5) satisfaction questionnaires. Data were analyzed using mean, standard deviation, achievement comparison through one-sample t-test, and descriptive conclusions.
The research findings were as follows:
1) The development of learning achievement in word formation in Thai language for Grade 7 students through game-based learning and smart paper games: In the first cycle of the action research, some students made errors in word formation, and their test results fell below the established criteria. These insights were used to refine the approach in the second cycle, which led to students achieving scores above the set criteria in the learning achievement test.
2) The comparison of learning achievement in the first cycle did not meet the 70% criterion, with an average score of 20.80 out of 30, equivalent to 69.33%. In the second cycle, the students met with the 70% criterion, with an average score of 24.80 out of 30, equivalent to 82.67%, indicating that learning achievement using game-based learning combined with smart paper game was significantly higher than the 70% criterion at the .05 level.
3) The satisfaction study of Grade 7 students who developed learning achievement in word formation in Thai language using game-based learning combined with smart paper game found that overall satisfaction was at the highest level, with an average score of 4.76 and a standard deviation of 0.23
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