Development of Learning Games on "Knowledge of Health Products" : A Case Study of Middle School Students at Thawaranukul School
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Abstract
Objective: To develop learning platform on health product knowledge based on computer games for junior high school students at Thawaranukul School and to compare the learning outcomes by using such method compared with those based on lecture. Method: The study was divided into 4 phases. Phase 1 was the development of a computer game for learning on “Health Product Knowledge” as a web application. Phase 2 was the evaluation and verification of the quality of the content and media design of the game by experts, and the verification of the validity of the measuring scale for satisfaction towards learning activities. Phase 3 was the development of a 4-choice health product knowledge test and testing for the difficulty, discrimination power, and reliability (KR-20). Phase 4 was the measurement of learning outcomes on health product knowledge after games based learning. The subjects were junior high school students of Thawaranukul School who were randomly divided into an experimental and a control group, 30 students per group. The experimental group learned by using computer games and the control group learned by attending lecture. The evaluation of outcomes was conducted using a health product knowledge test and a satisfaction survey on learning activities. Results: The developed computer game had content in line with the guidelines of the Oryornoi manual. The content quality assessment by experts scored an average of 4.86 ± 0.26 (out of 5) and had a media design assessment score of more than 4 points (out of 5) in all 5 assessed areas. The experimental group had a post-learning achievement (15.7 ± 1.34) significantly higher than the control group (14.4 ± 1.97) (P<0.05). Overall, the students in experimental group were very satisfied with learning through games (4.63 ± 0.11). Conclusion: Learning health product knowledge through computer games resulted in a higher achievement in students than learning through lectures. They also had the highest level of satisfaction with learning through games. Learning through games is, therefore, another alternative in providing knowledge to the youth in present era that emphasizes the use of information technology.
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ผลการวิจัยและความคิดเห็นที่ปรากฏในบทความถือเป็นความคิดเห็นและอยู่ในความรับผิดชอบของผู้นิพนธ์ มิใช่ความเห็นหรือความรับผิดชอบของกองบรรณาธิการ หรือคณะเภสัชศาสตร์ มหาวิทยาลัยสงขลานครินทร์ ทั้งนี้ไม่รวมความผิดพลาดอันเกิดจากการพิมพ์ บทความที่ได้รับการเผยแพร่โดยวารสารเภสัชกรรมไทยถือเป็นสิทธิ์ของวารสารฯ
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