The Effect of Learning Management by Educational Games on Pseudocode and Flowcharts Writing in Computer Science Subject for Secondary School Year 1
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Abstract
This study on the Effect of learning management by educational games on pseudocode and flowcharts writing in computer science subject for secondary school year 1 aimed to: 1) determine the effectiveness of game-based learning according to the 80/80 criterion; 2) compare pretest and posttest academic achievement using game-based learning; and 3) study student satisfaction with game-based learning. A One Group Pretest-Posttest Design was used. The sample consisted of 39 students from class 1/1 at Phromkhiri Pittayakom School, Nakhon Si Thammarat Secondary Educational Service Area Office, during the first semester of the 2025 academic year, selected using cluster sampling. The research instruments included a lesson plan using game-based learning, a game-based learning suitability evaluation form, an academic achievement test, and a student satisfaction evaluation form. Statistical analysis included Mean, Standard Deviation and Dependent t-test.
The research findings revealed that: 1) the effectiveness of learning management using educational games exceeded the 80/80 criterion; 2) students' academic achievement after receiving learning management was higher than before receiving learning management statistically significant at the .05 level; and 3) students' satisfaction with learning management using educational games was at the highest level.
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บทความที่ได้รับการตีพิมพ์เป็นลิขสิทธิ์ของวารสารครุศาตร์ มหาวิทยาลัยราชภัฏนครศรีธรราช
ข้อความที่ปรากฏในบทความแต่ละเรื่องในวารสารวิชาการเล่มนี้เป็นความคิดเห็นส่วนตัวของผู้เขียนแต่ละท่านไม่เกี่ยวข้องกับวารสารครุศาสตร์ มหาวิทยาลัยราชภัฏนครศรีธรรมราช
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