Learning innovations in science and technology subjects by organizing learning in a cycle of inquiry with using games high school Chonburi province

Authors

  • Ntapat Worapongpat Ntapat Worapongpat 3170600484
  • Thana Yothachai Center for Knowledge Transfer, Technology, Community Innovation, Entrepreneurship, Tourism and Education Eastern Institute of Technology Suvarnabhumi (EITS) and Educational Innovation Institute Association for the Promotion of Alternative Education (EII)

Keywords:

learning innovation;, Science and technology;, cyclical learning management;, knowledge inquiry

Abstract

In this class, the purpose of action research is to: 1. develop learning innovations in science and technology subjects. By combining the use of games with the cycle of inquiry (5 E) to organize learning 2. To compare academic achievement before and after studying using the learning arrangement using the cycle of inquiry (5 E). together with using games 3. To investigate students' satisfaction with the inquiry-based learning cycle (5E) combined with games. This is quantitative research. Target groups used in research: I am a fifth-grade student. Wat Thung Hiang School, Chonburi Province, Semester 1, academic year 2023, 1 classroom, 30 people, which are obtained through purposive sampling The research tools included: 1. an assessment form for consistency in the development of learning innovations in science and technology subjects. 2. Pre-study and post-study tests 3. A satisfaction assessment form. Statistics used in data analysis include percentage, mean, and standard deviation.

The research results found that organizing learning using the cycle of inquiry (5E) with the use of games. Grade 5 developed the water cycle with an efficiency of 84.29/85.57 results from using innovations. Academic achievement of students who study with the inquiry-based learning management model (5E) combined with games. The academic performance after studying was higher than before studying at 12.14 points, with a standard deviation of 0.28, indicating that students were more interested in learning. Able to use knowledge gained from study in gaming activities. Make the students answer the questions correctly. and had increased academic achievement in science subjects.

Author Biography

Ntapat Worapongpat, Ntapat Worapongpat

Nonthaburi

References

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Published

2024-05-01

How to Cite

Worapongpat, N., & Yothachai, T. . (2024). Learning innovations in science and technology subjects by organizing learning in a cycle of inquiry with using games high school Chonburi province. Journal of Public and Private Issues, 1(1), 21–32. Retrieved from https://so17.tci-thaijo.org/index.php/jppi/article/view/293

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Academic Articles