Please use this identifier to cite or link to this item: https://publication.npru.ac.th/jspui/handle/123456789/2032
Full metadata record
DC FieldValueLanguage
dc.contributor.authorSreesomphop, Kanokwan-
dc.contributor.authorSilaporn, Tossapon-
dc.contributor.authorKhongchoo, Patrinee-
dc.contributor.authorKhongchoo, Thitichaya-
dc.date.accessioned2023-11-08T06:13:27Z-
dc.date.available2023-11-08T06:13:27Z-
dc.date.issued2023-07-14-
dc.identifier.isbn978-974-7063-43-1-
dc.identifier.urihttps://publication.npru.ac.th/jspui/handle/123456789/2032-
dc.description.abstractThe objectives of this research were 1) to compare mathematics learning achievement between before and after learning of Mathayomsuksa 1 students by using gamification learning management with 4 MAT ; 2) to study the students’s satisfaction towards gamification learning management with 4 MAT. The sample used in the research were Mathayomsuksa 1 students of Rongtateewittaya School, Lan Sak District, Uthai Thani Province. Uthai Thani Secondary Educational Service Area Office, Chainat, who are studying in the second semester of the academic year 2022, and were 21 people obtained by cluster random sampling. The research tools consisted of learning management plan based on gamification concepts with 4 MAT,and achievement test and a questionnaire for assessing students' satisfaction with learning management based on the concept of gamification together with 4 MAT. Data were analyzed using percentage, mean, standard deviation. and t-test statistics The results showed that mathematics learning achievement of Mathayomsuksa 1 students by using gamification learning management with 4 MAT after learning was higher than before learning at a statistical significance of .05 and students' satisfaction towards the gamification learning management with 4 MAT was at the highest levelen_US
dc.publisherThe 15th NPRU National Academic Conference Nakhon Pathom Rajabhat Universityen_US
dc.relation.ispartofseriesProceedings of the 15th NPRU National Academic Conference;1640-
dc.subjectlearning achievementen_US
dc.subjectGamificationen_US
dc.subject4MATen_US
dc.subjectLinear equation of one variableen_US
dc.titleThe Effects of learning management using Gamification with 4MAT to develop mathematics learning achievement on Linear equation of one variable of Mathayomsuksa 1 studentsen_US
dc.typeArticleen_US
Appears in Collections:Proceedings of the 15th NPRU National Academic Conference

Files in This Item:
File Description SizeFormat 
158.pdf730.06 kBAdobe PDFView/Open


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