การพัฒนารูปแบบการเรียนรู้เชิงประสบการณ์ร่วมกับเกมมิฟิเคชันแบบออนไลน์ที่เสริมสร้างสมรรถนะความฉลาดทางดิจิทัลของนักเรียนชั้นประถมศึกษาตอนปลาย
Files
Files
Date
Publication
Journal Title
Journal ISSN
Volume Title
Publisher
กระทรวงศึกษาธิการ. กองทุนพัฒนาเทคโนโลยีเพื่อการศึกษา
Abstract
Abstract
This research is research and development. The objective is to study and Model of Experiential Learning in Gamification through Online course to enhance upper
elementary school students' Digital Intelligence Quotient Competency, Evaluate digital intelligence competency from learning with model. Including studying opinions and setting
guidelines for bringing research results to relevant groups of people. (stakeholder) with learning model are divided into 3 phases: 1) Study and development model of Experiential
Learning in Gamification through Online course to enhance upper elementary school students' Digital Intelligence Quotient Competency 2) Evaluates digital intelligence
competencies from learning using learning model. 3) Study opinions and determine guidelines for bringing research results to relevant groups of people. (stakeholder) with
learning model. The sample group used in the research was upper primary school students (Grades 4-6) in the academic year 2021 from all 5 regions: the Northern, Northeastern,
Central, Southern and Bangkok regions, 60 people per region, totaling 300 people. The tools used in the research was a questionnaire on teaching and learning conditions,
learning management plan, website manual, lesson materials, digital intelligence competency test, satisfaction assessment form and interview form of teacher and student,
learning model and quality assessments questionnaire, opinions of those involved in learning styles statistics used in research are percentages, arithmetic mean values standard
deviation and comparison of the mean differences between the 2 groups (Independent Sample t-test)
The research results found that
1. Results of the analysis of teaching and learning conditions regarding digital intelligence for upper primary school students. Can be used as a guideline for developing
teaching and learning models that are appropriate and consistent with the actual problem conditions. and can be further developed to develop educational innovations in other
areas.
2. Model of Experiential Learning in Gamification through Online course to enhance upper elementary school students' Digital Intelligence Quotient Competency, consisting
of 4 steps: experiencing, reflecting, thinking, and acting. The quality assessment results from experts are at a high level. Teachers can apply this and use it as a guideline for
organizing teaching and learning activities.
3. Results of the digital intelligence competency assessment using Model of Experiential Learning in Gamification through Online course to enhance upper elementary
school students' Digital Intelligence Quotient Competency. It was found that the experimental group studied with the learning model. They had higher results on the digital
intelligence competency test after studying than the control group. The difference is statistically significant at 0.05.
4. Summary of opinions from those involved in the Model of Experiential Learning in Gamification through Online course to enhance upper elementary school students'
Digital Intelligence Quotient Competency from all 3 groups, school administrators, academics, and teachers, assessed the quality to be at the highest level and express
opinions that the learning style It is consistent with the interests of the students, modern and suitable for the era and create learning motivation for students can be further
developed and expanded to a wider extent.
Details


