Please use this identifier to cite or link to this item: https://publication.npru.ac.th/jspui/handle/123456789/2555
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dc.contributor.authorklinkhamdee, Thanwa-
dc.contributor.authorJaidee, Manutnit-
dc.date.accessioned2026-10-20T08:48:26Z-
dc.date.available2026-10-20T08:48:26Z-
dc.date.issued2026-08-28-
dc.identifier.isbn978-974-7063-49-3-
dc.identifier.urihttps://publication.npru.ac.th/jspui/handle/123456789/2555-
dc.description.abstractThe purposes of this research were to: 1) develop digital lessons in the Technology Subject (Computing Science); 2) evaluate the content quality and technical quality of the digital lessons integrated with educational games; 3) determine the efficiency of the digital lessons integrated with educational games; 4) compare students’ learning achievement before and after learning with the digital lessons integrated with educational games; and 5) study students’ satisfaction towards learning with the digital lessons integrated with educational games. The sample group consisted of 20 Grade 10/1 students, derived by cluster sampling. The research instruments included lesson plans, digital lessons, educational games, a learning achievement tests, content quality evaluation form, technical quality evaluation form, and a student satisfaction questionnaire. Statistics used for data analysis were percentage, mean, standard deviation, and dependent t-test. The research findings revealed that: 1) three units of digital lessons integrated with educational games were developed for the Technology Subject (Computing Science): 1.1) Algorithms; 1.2) Decomposition; and 1.3) Pattern Recognition; 2) the quality of both content and technical production of the digital lessons integrated with educational games was at a very good level; 3) the efficiency of the digital lessons integrated with educational games was 80.50/86.50, which met the established criterion; 4) the students' learning achievement after learning was significantly higher than before at the .05 level; and 5) overall, the students’ satisfaction towards learning with the digital lessons integrated with educational games was at the highest level.en_US
dc.publisherProceedings of the 18th NPRU National Academic Conferenceen_US
dc.relation.ispartofseries;1069-1081-
dc.subjectDigital Lessonsen_US
dc.subjectEducational Gamesen_US
dc.subjectTechnology Subject (Computational Science)en_US
dc.titleThe Development of Learning Achievement in Technology Subject (Computing Science) of Grade 10 Students at Bangliwittaya School Using Digital Lessons Integrated with Educational Gamesen_US
dc.title.alternativeการพัฒนาผลสัมฤทธิ์ทางการเรียนวิชาเทคโนโลยี (วิทยาการคำนวณ) ของนักเรียนชั้นมัธยมศึกษาปีที่ 4 โรงเรียนบางลี่วิทยา โดยใช้บทเรียนดิจิทัลร่วมกับเกมการศึกษาen_US
dc.typeOtheren_US
Appears in Collections:Proceedings of the 18th NPRU National Academic Conference

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