THE DEVELOPMENT OF BOARD GAME LEARNING COMPUTING SCIENCE IN USING TECHNOLOGY SAFELY FOR MATTHOMYOMSUKSA 1

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Panawat Khongtanakunbawon
Kanisorn Jeekartok
Wanwisa Khongtanakunbawon
Pittawat Phukongchana
Narathip Sangsawang

Abstract

The objectives of this research were 1) to develop of board game learning computing science in using technology safely for Matthomyomsuksa 1, 2) to compare pre-test and post-test achievement scores, and 3) to examine the satisfaction of the students learning with the board game learning computation. The samples used in this study were 30 students in Matthayomsuksa 1 of Udonpichairakpittaya School, Udonthani province of the academic year 2019. The data analysis was conducted by means of percentage, mean, standard deviation and t-test.


The result revealed that 1) the board game learning computing science in using technology safely for Matthomyomsuksa 1 was developed, 2) a significant difference between the pre-test and the post-test at learning achievement was at p<.05, and 3) the students’ satisfaction with the board game learning computation science in the safe use of technology was at a high level with the average of 4.37 and standard deviation was at 0.17.

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How to Cite
Khongtanakunbawon, P. ., Jeekartok, K. ., Khongtanakunbawon, W. ., Phukongchana, P. ., & Sangsawang, N. . (2023). THE DEVELOPMENT OF BOARD GAME LEARNING COMPUTING SCIENCE IN USING TECHNOLOGY SAFELY FOR MATTHOMYOMSUKSA 1. Journal of Humanities, Social Sciences, and Arts, 4(2), 1–9. Retrieved from https://so03.tci-thaijo.org/index.php/hsa/article/view/269043
Section
Research Article