A Study on the Development of Eleventh-Grade Students’ Critical Thinking Skills and Self-Efficacy Using Active Learning Pedagogy with Gamification

Journal article


Authors/Editors


Strategic Research Themes


Publication Details

Author listAtchanaphong Supnoon, Ratchanikorn Chonchaiya

PublisherConscientia Beam Research Publication

Publication year2024

Journal acronymIJEP

Volume number12

Issue number2

Start page447

End page466

Number of pages20

ISSN2311-6897

eISSN2310-3868

URLhttps://archive.conscientiabeam.com/index.php/61/article/view/3718

LanguagesEnglish-United States (EN-US)


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Abstract

The main objectives of this research were to develop the critical thinking skills and self-efficacy of eleventh – grade students at a girl school in Bangkok by using classrooms implemented with active learning pedagogy with gamification that provides both the aspects of active learning and gamification on the topic of elementary counting principles. The study used mixed-method pre-experiment research design which also inquire in-depth data from the interviews. The study involved 29 out of 182 students retrieved from cluster sampling. The data were analyzed by using descriptive statistics including mean, percentage and standard deviation. T – test was chosen as the inferential statistic for data analysis. The results indicated that students’ critical thinking skills were improved (Sig (1-tailed) .011 < .025) while self-efficacy was not changed (Sig (2-tailed) .148 > .050). The in-depth data from the interviews suggested that the students’ self – efficacy was not developed because of the stress from their school life. As the findings revealed the effectiveness of active learning pedagogy with gamification toward the critical thinking and self – efficacy, we suggest the use of this combined approach in school and university to promote the competency needed in the 21st century. We also suggest further management of stressful academic environment which will benefit both students and teachers. Furthermore, to obtain more practical data, more specific context of self - efficacy and critical thinking skills could be favored.


Keywords

Active LearningActive learning pedagogy with gamificationCritical Thinking SkillsElementary counting principlesGamificationSelf-efficacyStress


Last updated on 2024-10-05 at 00:00