The Development Microsoft PowerPoint Educational Game to Promote English Vocabulary Knowledge of Matthayom Suksa 1 Students According to the English Language Proficiency Level of the Common European Framework (CEFR) at A2 Level
คำสำคัญ:
PowerPoint Games, English Vocabulary Learning, CEFR, Student Satisfaction, Teaching Effectivenessบทคัดย่อ
Background and Aims: This study developed Microsoft PowerPoint-based educational games to enhance A2-level English vocabulary proficiency for Grade 7 students, aligning with the Common European Framework of Reference for Languages (CEFR). The objectives were to create the games, evaluate their learning outcomes, measure their effectiveness, and assess student satisfaction.
Methodology: A development and experimental design was employed with 40 Grade 7 students from Phra Phutthabat Khao Luk Chang School, Phetchaburi Province, who were selected via simple random sampling. Research instruments included PowerPoint games, an English vocabulary test, and a satisfaction questionnaire. Data were analyzed using means, standard deviations, dependent t-tests, and E1/E2 effectiveness criteria.
Results: The games covered A2-level vocabulary on everyday topics like family, sports, food, and travel. Students' post-test scores showed a significant improvement (p < 0.05), increasing from 5.36 to 8.06. The games achieved an effectiveness score of E1/E2 = 85/90, exceeding the 80/80 standard. Student satisfaction was high (mean = 4.25/5), highlighting the engaging activities and visual appeal.
Conclusion: The PowerPoint games effectively enhanced vocabulary learning and garnered positive student feedback. They are recommended for regular teaching use, with the potential for future adaptations to cover broader content and learner groups. Further research should investigate the games' impact on other language skills and motivation through varying difficulty levels.
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