The Effects of Discovery Learning Combined with Gamification via “Adventure in Search of Clean Water” to enhance Learning Achievement, Scientific Skills and Awareness of Sustainable Development Goals (SDGs) of Grade 5 Students

Authors

  • Ruhaya Jehsoo Banjeah school, narathiwat primary educational service area office 1
  • Latifah Usoh Banjeah school, narathiwat primary educational service area office 1

Keywords:

การผจญภัยหาแหล่งน้ำสะอาด , การเรียนรู้แบบค้นพบ , เทคนิคเกมิฟิเคชั่น

Abstract

The purposes of this research were (1) to determine the efficiency of the lesson “Adventure to Find Clean Water” using discovery learning combined with gamification techniques, based on the 80/80 criterion; (2) to compare students’ learning achievement before and after the intervention (3) to assess students' scientific skills in observation, classification, and modeling and (4) to evaluate their awareness regarding the Sustainable Development Goals (SDGs). The sample group consisted of 25 students from Primary 5 of Banjeah School in the 2024 academic year, selected using a purposive sampling method. The research instruments included the “Adventure to Find Clean Water lesson”, lesson plans, an achievement test, a scientific skill assessment, and an awareness questionnaire related to the SDGs.

The results revealed that: (1) the developed lesson achieved an efficiency of 81.90/82.20, which exceeded the standard criterion; (2) students' post-test scores were significantly higher than their pre-test scores at the .01 level of significance; (3) between 80.00% and 88.00% of the students achieved a "good" level or higher in scientific skills (observation, classification, and modeling); and (4) between 68.00% and 96.00% of the students passed the set criteria for awareness regarding the SDGs. This reflects that the developed innovation can effectively enhance learning achievement and cultivate positive awareness among the students.

References

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Published

2026-06-30

How to Cite

Jehsoo, R., & Usoh, L. (2026). The Effects of Discovery Learning Combined with Gamification via “Adventure in Search of Clean Water” to enhance Learning Achievement, Scientific Skills and Awareness of Sustainable Development Goals (SDGs) of Grade 5 Students. Journal of Learning and Organizational Development, 2(1), 48–62. retrieved from https://so17.tci-thaijo.org/index.php/JLOD/article/view/1235