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 list: Atchanaphong Supnoon, Ratchanikorn Chonchaiya
Publisher: Conscientia Beam Research Publication
Publication year: 2024
Journal acronym: IJEP
Volume number: 12
Issue number: 2
Start page: 447
End page: 466
Number of pages: 20
ISSN: 2311-6897
eISSN: 2310-3868
URL: https://archive.conscientiabeam.com/index.php/61/article/view/3718
Languages: English-United States (EN-US)
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 Learning, Active learning pedagogy with gamification, Critical Thinking Skills, Elementary counting principles, Gamification, Self-efficacy, Stress