Please use this identifier to cite or link to this item: https://publication.npru.ac.th/jspui/handle/123456789/1907
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dc.contributor.authorSubhasaen, Sirikan-
dc.contributor.authorSuntiarpon, Rinrada-
dc.contributor.authorKaewphakdee, Kaset-
dc.date.accessioned2023-11-06T08:37:38Z-
dc.date.available2023-11-06T08:37:38Z-
dc.date.issued2023-07-14-
dc.identifier.isbn978-974-7063-43-1-
dc.identifier.urihttps://publication.npru.ac.th/jspui/handle/123456789/1907-
dc.description.abstractThe objectives of this research were 1) to develop games to improve the games for promoting learning and training object matching skills for children with moderate intellectual disabilities; and 2) to study the learning outcomes of using such games. The research tools used were: 1. game media for training object matching skills for children with moderate intellectual disabilities; 2. Assessment forms and quality evaluation of game media for training object matching skills for children with moderate intellectual disabilities 3. Observational forms of learning behavior of children with moderate intellectual disabilities towards game media for training object matching skills. The statistics used for evaluation and data analysis were the mean and standard deviation. The results of this study indicated as follows: 1. The game design for promoting learning and training object matching skills for children with moderate intellectual disabilities, which was designed by the researchers, had an overall mean score of 4.37 out of 5 for design and development quality in all four aspects. This indicates that experts found it highly appropriate. The standard deviation was 0.14. The components of the game media designed to improve matching skills for children with moderate intellectual disabilities found that 1) the introduction section had an overall mean score of 4.33, indicating that experts considered it highly appropriate, and 2) the standard deviation was 0.33, indicating that experts had similar opinions. 2) The activity design section had an overall mean score of 4.31, indicating that experts considered it highly appropriate, and the standard deviation was 0.04, indicating that experts had similar opinions. 3) The game media design section had an overall mean score of 4.41, indicating that experts considered it highly appropriate, and the standard deviation was 0.06, indicating that experts had similar opinions. 4) The game media usage section had an overall mean score of 4.43, indicating that experts considered it highly appropriate, and the standard deviation was 0.02, indicating that experts had similar opinions. 2 . After using game media to promote learning and practice matching skills for children with moderate intellectual disabilities, it was found that learners were able to match 10 items within 5 minutes, with 2 people matching 8–10 items within 10 minutes, 6 people matching 8–10 items within 10 minutes, and 2 people matching 6–8 items within 15 minutes. The overall mean was 3.89, indicating that learners were highly interested in matching games, and the standard deviation was 0.67.en_US
dc.publisherThe 15th NPRU National Academic Conference Nakhon Pathom Rajabhat Universityen_US
dc.relation.ispartofseriesProceedings of the 15th NPRU National Academic Conference;296-
dc.subjectgame media to promote learningen_US
dc.subjectchildren with moderate intellectual disabilitiesen_US
dc.subjectnorthern person's mentally retarded welfare centeren_US
dc.titleThe Design of Games for Promoting Learning and Training Object Matching Skills with Moderate Intellectual Disabilitiesen_US
dc.title.alternativeการออกแบบเกมส่งเสริมการเรียนรู้เพื่อฝึกทักษะการจับคู่ สาหรับเด็กที่มีความบกพร่องทางสติปัญญาระดับกลางen_US
dc.typeArticleen_US
Appears in Collections:Proceedings of the 15th NPRU National Academic Conference

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