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Gamification-Based Learning Management Integrated with Microscale Chemistry Experiments on Factors Affecting the Rate of Chemical Reactions to Enhance Learning Achievement and Scientific Competency of Eleventh Grade Students

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  • 발행기관
    국제과학영재학회 바로가기
  • 간행물
    국제과학영재학회지 바로가기
  • 통권
    제10권 제1호 (2026.02)바로가기
  • 페이지
    pp.59-92
  • 저자
    Junjira Chaiinseeard
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A486208

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원문정보

초록

영어
This study aimed to (1) develop a learning management plan based on gamification integrated with microscale chemistry experiments in the unit Factors Affecting the Rate of Chemical Reactions for Grade 11 students, (2) examine learning achievement, and (3) assess changes in scientific competency. The study employed a one-group pretest–posttest design. The sample comprised 50 Grade 11 students from Montfort College, Chiang Mai Province, during the second semester of the 2024 academic year, selected through purposive sampling and organized into 10 heterogeneous groups for instruction. Learning activities were designed using gamification principles and microscale chemistry experiments and implemented through four lesson plans over twelve class periods. Research instruments included lesson plans, experimental kits, a performance assessment rubric, and a scientific competency assessment adapted from the PISA 2018 framework. Data were analyzed using descriptive statistics (mean, standard deviation, and percentage). A one-sample Wilcoxon signed-rank test (using the 10 groups as the unit of analysis) was used to test whether group learning achievement exceeded the 70% criterion, and the Wilcoxon signed-rank test for paired samples was used to compare students’ pre- and post-instruction scientific competency scores. The results indicated that the developed learning management plan demonstrated good to very good quality. Students achieved an average learning outcome of 87.67 percent, which was significantly higher than the 70 percent criterion (p = .001). Furthermore, students’ scientific competency improved significantly from pre- to post-instruction (p = .016), with problem- solving showing the highest post-test mean score (̅ = 4.11, S.D. = 0.73).

목차

< Abstract >
Ⅰ. Introduction
Ⅱ. Research Objectives
Ⅲ. Research Hypotheses
Ⅳ. Definitions of Terms
Ⅴ. Related Literature Principles of Gamification
Ⅵ. Microscale Chemistry Experiments
Ⅶ. Research Framework
Ⅷ. Research Procedure Research Design
Ⅸ. Participants and Grouping Procedures
Ⅹ. Instructional Intervention: Gamification-Integrated Microscale Chemistry Lessons
ⅩⅠ. Research Instruments and Quality Assurance
1. Gamification-integrated lesson plans and learning activity packages
2. Microscale chemistry experiment kits
3. Performance assessment rubric (Learning Achievement)
4. Scientific competency assessment (Single consistent instrument used throughout the manuscript)
ⅩⅡ. Data Collection Procedures
ⅩⅢ. Data Analysis
ⅩⅣ. Ethical Considerations
ⅩⅤ. Results
ⅩⅥ. Discussion and Recommendations Effectiveness of the Gamification-Integrated Lesson Plans
ⅩⅦ. Learning Achievement
ⅩⅧ. Development of Scientific Competency
ⅩⅨ. Recommendations for Practice and Future Research
References
Appendix

키워드

Gamification Microscale Chemistry Scientific Competency Learning Achievement

저자

  • Junjira Chaiinseeard [ Montfort College 19/1 Montfort Road, Tha Sala Subdistrict, Mueang District, Chiang Mai 50000 ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제과학영재학회 [The Society for the International Gifted in Science]
  • 설립연도
    2006
  • 분야
    자연과학>자연과학일반
  • 소개
    과학영재를 위한 연구 활동을 통하여 과학영재를 발굴하고, 발굴된 과학영재가 과학 분야의 관련 연구 활동을 할 수 있도록 지원하여, 이들이 과학 관련 분야의 진로를 선택하도록 장려함으로써 국제경쟁력을 갖춘 우수 과학기술인을 배출하고 국가 경제발전 및 문화창달과 세계 과학 발전에 기여함을 목적으로 한다.

간행물

  • 간행물명
    국제과학영재학회지 [Journal of the Society for the International Gifted in Science]
  • 간기
    반년간
  • pISSN
    1976-2224
  • 수록기간
    2006~2026
  • 십진분류
    KDC 405 DDC 505

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