Developing game-based learning and English learning achievement of grade 1 students

Tawanna Sirisarn, Parichart Prasertsang

Abstract


The first objective aims to develop English learning activities using game-based learning for enhancing the vocabulary retention of grade 1 students, to be effective according to the 70/70 criterion. The second objective aims to compare the learning achievement before and after. The participants of this research consisted of 32 grade 1 students in Semester 2, Academic Year 2023. The research tools were divided into two categories, including 3 learning management plans, a vocabulary memorization ability test in flashcard format with 20 items, and a learning achievement test, which was 20 items of multiple choices. The statistics used in data analysis were percentage, mean, standard deviation, and dependent t-test. The results of the research found that the game-based learning plan for grade 1 students had an efficiency of 86.41/79.38, which is higher than the set criteria of 70/70. They had higher academic achievement after learning management than before learning at a statistical significance of .05. English learning and other fields of study can benefit from the implementation and more research in various group of the study.

Keywords


Academic achievement; English language; Game-based learning

Full Text:

PDF

References


Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education, 4(3), 542-552.

Baker, W., & Jarunthawatchai, W. (2017). English language policy in Thailand. European Journal of Language Policy, 9(1), 27-44.

Janpleng, J., & Ruangmontri, K. (2021). Elements of the teacher development system in learning management according to the concept of Education 4.0. Journal of Green Learning, 1(1), 22-27.

Karakoç, B., Eryılmaz, K., Turan Özpolat, E., & Yıldırım, İ. (2022). The effect of game-based learning on student achievement: A meta-analysis study. Technology, Knowledge and Learning, 27(1), 207-222.

Kulachit, N., & Nuangchalerm, P. (2021). Rethinking active learning program for primary English teachers through connoisseurship technique. Journal of Education and Learning (EduLearn), 15(4), 552-557.

Lane, C. A. (Ed.). (2022). Handbook of research on acquiring 21st century literacy skills through game-based learning. IGI Global.

Lemarchand, R. (2021). A playful production process: for game designers (and everyone). MIT Press.

Meccawy, M., Alzahrani, A., Mattar, Z., Almohammadi, R., Alzahrani, S., Aljizani, G., & Meccawy, Z. (2023). Assessing EFL students’ performance and self-efficacy using a game-based learning approach. Education Sciences, 13(12), 1228.

Mustaeva, G. S., Saidivalieva, B. S., & Ataeva, G. B. (2022, June). Features of professional vocabulary and its difference from terms. In AIP Conference Proceedings (Vol. 2432, No. 1). AIP Publishing.

Piamsai, C. (2023). Development and use of CEFR based self-assessment in a Thai tertiary context. PASAA: Journal of Language Teaching and Learning in Thailand, 66, 81-126.

Robberts, A. S., & Van Ryneveld, L. (2022). Design principles for introducing 21st century skills by means of game-based learning. Industry and Higher Education, 36(6), 824-834.

Rouse, W. B. (2024). The power of games: Business impacts and innovation opportunities. CRC Press.

Sriyota, L. (2024). The effectiveness of using game-based learning (GBL) for developing English speaking skill in the 4th grade Intensive English program pupils at Anuchonsuksa School, Kanchanaburi province. Journal of Asian Language Teaching and Learning (Online), 5(3), 383-396.

Stevani, M., Prayuda, M. S., Sari, D. W., Marianus, S. M., & Tarigan, K. E. (2022). Evaluation of contextual clues: EFL proficiency in reading comprehension. English Review: Journal of English Education, 10(3), 993-1002.

Wang, D., Liu, H., & Hau, K. T. (2022). Automated and interactive game-based assessment of critical thinking. Education and Information Technologies, 27(4), 4553-4575.




DOI: https://doi.org/10.53889/jgl.v4i2.357

Article Metrics

Abstract view : 138 times
PDF - 137 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Tawanna Sirisarn, Parichart Prasertsang

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.