Please use this identifier to cite or link to this item: https://publication.npru.ac.th/jspui/handle/123456789/2535
Title: The Development of a Problem-Based Educational Game to Enhance Learning Achievement in the Computing Science Course for Mathayom 1 Students at Municipal School 3 (Prachayindee)
Other Titles: การพัฒนาเกมการสอนแบบเกมร่วมกับปัญหาเป็นฐานเพื่อส่งเสริมผลสัมฤทธิ์ทางการเรียน ในรายวิชาวิทยาการคำนวณของนักเรียนชั้นมัธยมศึกษาปีที่ 1 โรงเรียนเทศบาล 3 (ประชายินดี)
Authors: Ratanasirivilailert, Wongsagorn
Aumgri, Charinthorn
Keywords: Game-based
problem-based learning activities
academic achievement
Issue Date: 28-Aug-2026
Publisher: Proceedings of the 18th NPRU National Academic Conference
Series/Report no.: ;838-849
Abstract: This research aimed to 1) develop a game-based problem-based learning model to promote academic achievement in Computer Science for Grade 7 students at Municipal School 3 (Prachayindi), 2) determine the effectiveness of the developed game-based problem-based learning in Computer Science, 3) compare pre-test and post-test academic achievement using the developed game-based problem-based learning in Computer Science, and 4) find the satisfaction of Grade 7 students with the developed game-based problem-based learning in Computer Science. The sample consisted of 41 Grade 7 students from Municipal School 3 (Prachayindi) selected using simple random sampling. The research instruments included the developed game-based problem-based learning model, lesson plans, an academic achievement test, and a satisfaction survey. The research results showed that 1) learning using the developed game-based problem-based learning model... Evaluated by content and technical experts, the findings showed that: 1) The quality of the content was at the highest level ( = 4.72, S.D.=0.44). 2) The effectiveness of the media production techniques was at the highest level ( = 4.81, S.D.=0.39), with an efficiency (E1/E2) of 87.89/81.38. 3) Students' post-test scores were significantly higher than their pre-test scores at the .05 statistical significance level. And 4) Students' overall satisfaction with learning using game-based problem-based learning activities was at the highest level ( = 4.90, S.D.=0.35).
URI: https://publication.npru.ac.th/jspui/handle/123456789/2535
ISBN: 978-974-7063-49-3
Appears in Collections:Proceedings of the 18th NPRU National Academic Conference

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