THE DEVELOPMENT OF AN AUGMENTED REALITY EDUCATIONAL BOARD GAME FOR GAME-BASED LEARNING ON THE TOPIC OF THE SCRATCH PROGRAM FOR 4 TH - GRADE ELEMENTARY SCHOOL STUDENTS.

Main Article Content

Nantarat Kiattisaksopon
Nattarika Songsang

Abstract

This research aims to: 1) Develop an augmented reality educational board game for game-based learning on the topic of Scratch programming for 4th-grade elementary school students.2) Evaluate the efficiency of the augmented reality educational board game for game-based learning on Scratch programming for 4th-grade elementary school students. 3) Compare the learning achievement of students before and after using the augmented reality educational board game for game-based learning on Scratch programming for 4th-grade elementary school students. 4) Study the satisfaction of students towards    the use of the augmented reality educational board game for game-based learning on Scratch programming for 4th-grade elementary school students. The sample group consisted of 31 4th-grade students from Ban Chalong School, Mueang District, Phuket Province. The research instruments included the augmented reality educational board game on Scratch programming, a pre-test and post-test to measure learning achievement on Scratch programming, and a satisfaction survey. Statistical analysis was conducted using mean, standard deviation, and dependent t-tests.


            The research findings revealed that:1) The quality evaluation of the augmented reality educational board game for 4th-grade students, conducted by experts, had an average score of =4.93, indicating an overall quality at the highest level. 2) The augmented reality educational board game for game-based learning on the topic of Scratch programming for 4th-grade students demonstrated an efficiency ratio of 81.7/86.1. 3) The learning achievement of 4th-grade students in Scratch programming improved significantly after using the augmented reality educational board game. The average post-test score was 13.74, which was higher than the pre-test score of 6.94. 4) The students’ satisfaction with     the augmented reality educational board game on Scratch programming was at the highest level, with    an average score of = 4.63. The top three aspects of satisfaction, based on student responses, were:  the board game being interesting and engaging ( = 4.90), the enjoyment experienced during learning   ( = 4.87), and the increased knowledge gained after studying through the board game ( = 4.84).

Article Details

How to Cite
[1]
N. Kiattisaksopon and N. Songsang, “THE DEVELOPMENT OF AN AUGMENTED REALITY EDUCATIONAL BOARD GAME FOR GAME-BASED LEARNING ON THE TOPIC OF THE SCRATCH PROGRAM FOR 4 TH - GRADE ELEMENTARY SCHOOL STUDENTS”., JSCI-SBU, vol. 4, no. 2, pp. 191–208, Dec. 2024.
Section
Research Article

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