Increasing Computer Programming Achievements Based on Blended Learning with a Gamification - Approach
Conference proceedings article
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Author list: ชลธิดา ฤทธิเรือง, ภาคภูมิ จันทร์ศรี, ภาสพิชญ์ ชูใจ มิเชล
Publication year: 2024
Start page: 760
End page: 775
Number of pages: 16
Languages: Thai (TH)
Abstract
This research aimed to 1) Determine the effectiveness of students in computer programming through blended learning using gamification and Tinkercad software. 2) Compare the programming proficiency between groups taught using blended learning (gamification with Tinkercad) and traditional teaching methods, focusing on integrating IoT technology into computer programming education. The study involved certificate -level vocational students, specifically first-year vocational students majoring in Computer Business and Digital Business Technology at Pathumthani Technical College during the second semester of the academic year 2023. Students were divided into two groups: experimental and control. The experimental group received blended learning using gamification and Tinkercad, while the control group received traditional teaching methods. Data were collected over a period of 5 weeks, totaling 20 hours, using assessments of programming abilities with IoT knowledge. The research findings indicated that students in the experimental group demonstrated significantly higher programming proficiency with IoT knowledge after the intervention compared to before, with statistical significance at the .05 level. Additionally, their programming proficiency with IoT knowledge was significantly higher than that of the control group at the .05 level of statistical significance.
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