A Comparison of the Learning Achievement and Problem Solving Ability on Gamification Concept Learning Base for Fourth Grade Students
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Abstract
The purposes of research were 1) to compare learning achievement by using gamification concept after learning management 2) to compare problem-solving ability by using gamification concept after learning management 3) to compare the learning achievement by using the learning activities based on the gamification concept that passed the criteria at the level of 70% criterion 4) to compare problem-solving ability by using the learning activities based on the gamification concept that passed the criteria at the level of 70% criterion. This research is a quasi-experimental research. The samples used for the study were Grade 4 student of Chusintong Pradit Anusorn School, Semester 2, Academic year 2020, 1 classroom with 28 students, which were obtained using a simple sample unit selection method.
The results revealed that 1) The learning achievement of Grade 4 students after learning by using the gamification concept was statistically significant higher than before learning at the .05 level. 2) The ability to solve problem of Grade 4 students after learning by using the gamification concept was statistically significant higher than before learning at the .05 level. 3) The learning achievement of Grade 4 students after learning the gamification concept was statistically significant higher than the criteria 70% at the .05 level. 4) The ability to solve problem of Grade 4 students after learning by using the gamification concept was statistically significant higher than the criteria 70% at the .05 level.
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