Please use this identifier to cite or link to this item: https://publication.npru.ac.th/jspui/handle/123456789/2255
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dc.contributor.authorDamrongrak, Suchinda-
dc.contributor.authorPrasart, Pawimon-
dc.contributor.authorIntasai, Butsakorn-
dc.contributor.authorSripanlom, Thanyanan-
dc.contributor.authorJaturapiree, Adisak-
dc.contributor.authorChaichana, Ekrachan-
dc.contributor.authorSaowapark, Thanunya-
dc.contributor.authorSiripila, Sorawee-
dc.date.accessioned2024-08-25T16:12:46Z-
dc.date.available2024-08-25T16:12:46Z-
dc.date.issued2024-08-13-
dc.identifier.isbn978-974-7063-46-2-
dc.identifier.urihttps://publication.npru.ac.th/jspui/handle/123456789/2255-
dc.description.abstractUsing board game in classroom can increase students' motivation and participation in class. The objectives of this research were 1) to study the effectiveness of board games on safety and skills in the chemistry laboratory, 2) to compare the academic achievement of students between before and after using the board game, and 3) to study level of student's learning progress after using the board game. The population was Mathayomsuksa 4 students in Suphan Buri province. The samples were 24 Mathayomsuksa 4 students from Banharn Jamsai Witthaya 5 school by cluster sampling. The research tools consisted of the following: 1) a learning plan using board games on safety and laboratory skills in the chemical laboratory. The index of consistency (IOC) is between 0.67-1.00. 2) The 20-question academic achievement test has internal consistency reliability (KR-20) equal to .85. The difficulty value is between 0.60-0.79, while the discrimination level was between 0.20-0.59 3) board game question form, totaling 50 questions, and 4) board game activity sheet. Data was analyzed by using descriptive statistics and Wilcoxon Sign Rank test. The research findings were as follows: 1. The board game on safety and skills in the chemical laboratory demonstrated an efficiency value (E1/ E2) of (87.78/ 77.50). 2. The students who received learning management using board games had higher academic achievement after learning than before learning at a statistical significance of .05. 3. Most students have a moderate level of academic progress (83.33 percent), followed by a high level (16.67 percent).en_US
dc.publisherThe 16th NPRU National Academic Conference Nakhon Pathom Rajabhat Universityen_US
dc.relation.ispartofseriesProceedings of the 16th NPRU National Academic Conference;1649-
dc.subjectAchievementen_US
dc.subjectBoard gameen_US
dc.subjectSafety and Skills in Laboratoryen_US
dc.subjectChemistryen_US
dc.titleThe Development of Learning Achievement in Safety and Skills in Chemical Laboratory for Mathayomsuksa 4 Students by Board gameen_US
dc.title.alternativeการพัฒนาผลสัมฤทธิ์ทางการเรียน เรื่อง ความปลอดภัยและทักษะในห้องปฏิบัติการเคมี ของนักเรียนชั้นมัธยมศึกษาปีที่ 4 ด้วยบอร์ดเกมen_US
dc.typeOtheren_US
Appears in Collections:Proceedings of the 16th NPRU National Academic Conference

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