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https://publication.npru.ac.th/jspui/handle/123456789/2555Full metadata record
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | klinkhamdee, Thanwa | - |
| dc.contributor.author | Jaidee, Manutnit | - |
| dc.date.accessioned | 2026-10-20T08:48:26Z | - |
| dc.date.available | 2026-10-20T08:48:26Z | - |
| dc.date.issued | 2026-08-28 | - |
| dc.identifier.isbn | 978-974-7063-49-3 | - |
| dc.identifier.uri | https://publication.npru.ac.th/jspui/handle/123456789/2555 | - |
| dc.description.abstract | The 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.publisher | Proceedings of the 18th NPRU National Academic Conference | en_US |
| dc.relation.ispartofseries | ;1069-1081 | - |
| dc.subject | Digital Lessons | en_US |
| dc.subject | Educational Games | en_US |
| dc.subject | Technology Subject (Computational Science) | en_US |
| dc.title | The Development of Learning Achievement in Technology Subject (Computing Science) of Grade 10 Students at Bangliwittaya School Using Digital Lessons Integrated with Educational Games | en_US |
| dc.title.alternative | การพัฒนาผลสัมฤทธิ์ทางการเรียนวิชาเทคโนโลยี (วิทยาการคำนวณ) ของนักเรียนชั้นมัธยมศึกษาปีที่ 4 โรงเรียนบางลี่วิทยา โดยใช้บทเรียนดิจิทัลร่วมกับเกมการศึกษา | en_US |
| dc.type | Other | en_US |
| Appears in Collections: | Proceedings of the 18th NPRU National Academic Conference | |
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