Please use this identifier to cite or link to this item: https://publication.npru.ac.th/jspui/handle/123456789/2538
Title: Development of Learning Achievement on Reading for Main Ideas from Fables, Oral Reading, Spoken and Written Language of Grade 4 Students at Bannongjok School Using the Digital Media with Gamification Learning Management Techniques
Other Titles: การพัฒนาผลสัมฤทธิ์ทางการเรียน เรื่อง การอ่านจับใจความสำคัญจากนิทาน การอ่านออกเสียง ภาษาพูดและภาษาเขียน ของนักเรียนชั้นประถมศึกษาปีที่ 4 โรงเรียนบ้านหนองจอก โดยใช้สื่อดิจิทัลร่วมกับเทคนิคการจัดการเรียนรู้ด้วยเกมมิฟิเคชัน
Authors: Tangjit, Jidapha
Jaidee, Wiman
Keywords: Learning Achievement,
Digital Media
Gamification Learning Management Techniques
Issue Date: 28-Aug-2026
Publisher: Proceedings of the 18th NPRU National Academic Conference
Series/Report no.: ;875-887
Abstract: The objectives of this research were 1) to develop the digital media on Reading for Main Ideas from Fables, Oral Reading, Spoken and Written Language of Grade 4 students, 2) to evaluate the quality of the digital media, 3) to find the effectiveness of the digital media with gamification learning management techniques, 4) to compare the learning achievement of the students before and after learning through the digital media with gamification learning management techniques, and 5) to find students’ satisfaction towards the digital media with gamification learning management techniques. The target group used in this research was 8 Grade 4 students at Bannongjok School selected through purposive sampling. The instruments used in this research were the digital media, the assessment form of the content, the assessment form of the techniques and methodology, the learning achievement test, and the student satisfaction evaluation form. The data were analyzed using mean, standard deviation, and dependent t–test. The research findings showed that 1) the digital media included 3 units; this is a good and appropriate approach, this paper has a source, and love that protects, 2) the digital media were qualified in content at the highest level ( = 4.88 , S.D. = 0.05), and in technique and methodology at the highest level ( = 4.63, S.D. = 0.18), 3) the efficiency of the digital media with gamification learning management techniques was 87.91/81.88, which met the set criteria, 4) the students who studied with the digital media with gamification learning management techniques had post-test scores higher than pre-test scores at .05 significance level, and 5) the students' satisfaction with the digital media with gamification learning management techniques was at the highest level ( = 4.60, S.D. = 0.40).
URI: https://publication.npru.ac.th/jspui/handle/123456789/2538
ISBN: 978-974-7063-49-3
Appears in Collections:Proceedings of the 18th NPRU National Academic Conference

Files in This Item:
File Description SizeFormat 
875.pdfCED-O196.53 MBAdobe PDFView/Open


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