Please use this identifier to cite or link to this item: http://dspace.spu.ac.th/handle/123456789/9597
Title: การจัดกิจกรรมการเรียนรู้โดยใช้เกมเป็นฐานการเรียนรู้เพื่อส่งเสริมแรงจูงใจในการเข้าเรียนและมีส่วนร่วมในชั้นเรียน
Other Titles: ORGANIZING LEARNING ACTIVITIES USING GAMES AS A LEARNING BASE TO PROMOTE MOTIVATION FOR ATTENDANCE AND PARTICIPATION IN CLASS
Authors: ชญาณิศา วงษ์พันธุ์
Chayanisa Wongphan
Keywords: Activities
Games
Motivation
Participate in Class
Issue Date: 2020
Publisher: Sripatum University
Citation: -
Abstract: This research project examines the motivation and satisfaction of students in the course Jobs Food and Beverage Service, Course code HMT221. The main objectives were 1) to compare the student's academic achievement before and after receiving the learning activities using games as a learning base 2) to study the students' motivation towards the learning activities. Learn by using games as a learning base. 3) To compare the student's motivation towards learning activities using games as a learning base. Before and after learning 4) to study the satisfaction of students towards the learning activities using games as a learning base. 5) to compare the students' satisfaction with the arrangement of game-based learning committees before and after entering the class. The aim of the research is to develop a curriculum by using computer games to improve learning and motivate students to learn. Using a qualitative research model to collect data. By observing and measuring the achievement of students' academic performance together with quantitative research (Quantitative) by using a questionnaire as a tool to collect data from 60 students in the department of Cruise Business Management the findings were summarized in terms of motivation for attendance and participation in class. Including students' satisfaction with the use of games in teaching and learning development. It was found that the students were motivated to participate in game-based teaching and learning. More than regular lecture-style teaching that do not use games as a medium to insert teaching and learning activities and from questioning and observing of classroom teaching, the traditional teaching and learning activities that the instructors did not bring in participatory activities by using games as a learning base. It is a regular teaching and lecture. Students get bored there is no novelty in teaching and it makes students feel less enthusiastic about learning. And did not pay attention to learning as they should the results of the comparison of satisfaction with learning activities it was found that the satisfaction of the students in all 4 aspects was the satisfaction with the learning activities using games as the learning base before and after entering the class. It was found that 3 aspects were to promote learning. Participation in teaching and learning and academic achievement the students were more satisfied with using the game format in teaching than the normal learning. Another aspect that is not different is participation in classroom activities. The students' satisfaction with the normal learning style and the game-based learning style were not different.
URI: http://dspace.spu.ac.th/handle/123456789/9597
Appears in Collections:TLC-06. ผลงานวิจัย

Files in This Item:
File Description SizeFormat 
Chayanisa Wongphan-2020.pdf240.74 kBAdobe PDFView/Open


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.