The Use of Smartphone Games as Media for Non-Formal Education Management to Strengthen the Self-Esteem of Teenage Dropouts

Main Article Content

Niramon Siripukcanun

Abstract

This research had objectives (1) to construct learning media in forms of smartphone games for non-formal education management to strengthen the self-esteem of teenage dropouts, and (2) to study the effects of using the smartphone games for non-formal education management to strengthen the self-esteem of teenage dropouts. It was conducted using the one group pretest-posttest design in the pre-experimental research design. Its study sample consisted of 12 teenage dropouts who were purposively sampled. Its study instruments were composed of a structured interview form, a recording form of the focus group, learning plans, smartphone games, a behavioral observation form of the self-esteem, a form of diary record and the self-esteem scale. The data from the interviews and the focus group were analyzed in terms of the content analysis whereas the data from the behavioral observation form of the self-esteem, the form of diary record and the self-esteem scale were analyzed in terms of the descriptive statistics such as frequency, percentage, average mean, standard deviation and difference between the average means. The comparative results between the average self-esteems before and after the experiment showed that the average self-esteems in each dimension after the experiment were higher than those before the experiment in all 5 dimensions and as for the results from the behavioral observation form of the self-esteem, the form of diary record showed that 66.70-100.00 % of those 12 teenage dropouts who participated in the experiment had the self-esteems in all 5 dimensions at the very-good level.   

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References

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