3 research outputs found

    āļāļēāļĢāļžāļąāļ’āļ™āļēāđāļ­āļ›āļžāļĨāļīāđ€āļ„āļŠāļąāļ™āđ€āļāļĄāļŠāļēāļĄāļĄāļīāļ•āļīāļ›āļĢāļ°āđ€āļ āļ—āļŠāļ§āļĄāļšāļ—āļšāļēāļ—āđ€āļžāļ·āđˆāļ­āļžāļąāļ’āļ™āļēāļ—āļąāļāļĐāļ°āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āļ„āļģāļĻāļąāļžāļ—āđŒāļ āļēāļĐāļēāļ­āļąāļ‡āļāļĪāļĐ āļŠāļģāļŦāļĢāļąāļšāļ™āļąāļāđ€āļĢāļĩāļĒāļ™āļŠāļąāđ‰āļ™āļ›āļĢāļ°āļ–āļĄāļĻāļķāļāļĐāļēāļ›āļĩāļ—āļĩāđˆ 2 āļ—āļĩāđˆāļĄāļĩāļ„āļ§āļēāļĄāļĢāļđāđ‰āļ”āđ‰āļēāļ™āļ āļēāļĐāļēāļ­āļąāļ‡āļāļĪāļĐāđƒāļ™āļĢāļ°āļ”āļąāļšāļ•āđˆāļģ

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    The objectives of this research were 1) to development of the Three-Dimensional Role-Playing (3D RPG) Games Application at the quality was at good level and efficiency 80/80 criteria, 2) to compare the pretest scores with posttest score and study effectiveness Index (E.I) after learning from the 3D RPG Games Application, 3) to study the students satisfaction on the Development of the 3D RPG Games Application. and 4) to study benefits and barriers of the 3D RPG Games Application. The sample group in this research were 30 the second grade students at Wat Laksi (Thongbai Tiwaree Wittaya) School. The students were selected by Multistage Sampling technique. The research tools utilized in this study were Development of the 3D RPG Games Application for Computer Tablet on quality evaluation form pretest - posttest, and the questionnaire. Data were analyzed by percentage, mean, Standard Deviation, and t-test for dependent Sample. The research results were 1) the efficiency of the 3D RPG Games Application was at 80/80 according to the criteria, 2) the students’ post-test scores after studying through the 3D RPG Games Application were statistically significant higher than the students pre-test scores at .05 level and the effectiveness Index : E.I. at 0.55, 3) the students’ satisfaction on the 3D RPG Games Application was at the highest level (Mean = 4.56), and 4) benefits of the 3D RPG Games Application was most benefit because the students concentrate on learning more, learn vocabulary better, use tablet was benefit more, Barriers of the 3D RPG Games Application was school does not take tablets to be used continuously, installing apps were difficult, tablet is not their own

    Development of Digital Video Media with Interactive Learning in Classroom to Enhance Attitude for Mathematic Learning with Happiness

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    āļāļēāļĢāļ§āļīāļˆāļąāļĒāļ„āļĢāļąāđ‰āļ‡āļ™āļĩāđ‰ āļĄāļĩāļ§āļąāļ•āļ–āļļāļ›āļĢāļ°āļŠāļ‡āļ„āđŒāđ€āļžāļ·āđˆāļ­ 1) āļžāļąāļ’āļ™āļēāļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļĢāđˆāļ§āļĄāļāļąāļšāļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āđāļšāļšāļ›āļāļīāļŠāļąāļĄāļžāļąāļ™āļ˜āđŒāđƒāļ™āļŠāļąāđ‰āļ™āđ€āļĢāļĩāļĒāļ™āđ€āļžāļ·āđˆāļ­āđ€āļŠāļĢāļīāļĄāļŠāļĢāđ‰āļēāļ‡āļ—āļąāļĻāļ™āļ„āļ•āļīāđ€āļŠāļīāļ‡āļšāļ§āļāļ•āđˆāļ­āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļ§āļīāļŠāļēāļ„āļ“āļīāļ•āļĻāļēāļŠāļ•āļĢāđŒāļ­āļĒāđˆāļēāļ‡āļĄāļĩāļ„āļ§āļēāļĄāļŠāļļāļ‚ 2) āđ€āļ›āļĢāļĩāļĒāļšāđ€āļ—āļĩāļĒāļšāļ„āļ°āđāļ™āļ™āļāđˆāļ­āļ™āđ€āļĢāļĩāļĒāļ™āļāļąāļšāļœāļĨāļŠāļąāļĄāļĪāļ—āļ˜āļīāđŒāļŦāļĨāļąāļ‡āđ€āļĢāļĩāļĒāļ™āļ”āđ‰āļ§āļĒāļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļĢāđˆāļ§āļĄāļāļąāļšāļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āđāļšāļšāļ›āļāļīāļŠāļąāļĄāļžāļąāļ™āļ˜āđŒāđƒāļ™āļŠāļąāđ‰āļ™āđ€āļĢāļĩāļĒāļ™ 3) āļĻāļķāļāļĐāļēāļœāļĨāļāļēāļĢāđƒāļŠāđ‰āļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļĢāđˆāļ§āļĄāļāļąāļšāļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āđāļšāļšāļ›āļāļīāļŠāļąāļĄāļžāļąāļ™āļ˜āđŒāđƒāļ™āļŠāļąāđ‰āļ™āđ€āļĢāļĩāļĒāļ™ āđāļĨāļ° 4) āļĻāļķāļāļĐāļēāļ„āļ§āļēāļĄāļžāļķāļ‡āļžāļ­āđƒāļˆāļ•āđˆāļ­āļāļēāļĢāđƒāļŠāđ‰āļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļĢāđˆāļ§āļĄāļāļąāļšāļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āđāļšāļšāļ›āļāļīāļŠāļąāļĄāļžāļąāļ™āļ˜āđŒāđƒāļ™āļŠāļąāđ‰āļ™āđ€āļĢāļĩāļĒāļ™ āļāļĨāļļāđˆāļĄāļ•āļąāļ§āļ­āļĒāđˆāļēāļ‡āļ„āļ·āļ­ āļ™āļąāļāđ€āļĢāļĩāļĒāļ™āļŠāļąāđ‰āļ™āļĄāļąāļ˜āļĒāļĄāļĻāļķāļāļĐāļēāļ›āļĩāļ—āļĩāđˆ 5 āļ āļēāļ„āđ€āļĢāļĩāļĒāļ™āļ—āļĩāđˆ 1 āļ›āļĩāļāļēāļĢāļĻāļķāļāļĐāļē 2563 āļˆāļģāļ™āļ§āļ™ 22 āļ„āļ™ āđ‚āļĢāļ‡āđ€āļĢāļĩāļĒāļ™āļ§āļąāļ”āđ€āļ‚āļĄāļēāļ āļīāļĢāļ•āļēāļĢāļēāļĄ āđ€āļ„āļĢāļ·āđˆāļ­āļ‡āļĄāļ·āļ­āļ—āļĩāđˆāđƒāļŠāđ‰āđƒāļ™āļāļēāļĢāļ§āļīāļˆāļąāļĒ āđ„āļ”āđ‰āđāļāđˆ (1) āđāļœāļ™āļāļēāļĢāļˆāļąāļ”āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰ (2) āļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­ (3) āđāļšāļšāļ§āļąāļ”āļ—āļąāļĻāļ™āļ„āļ•āļīāđ€āļŠāļīāļ‡āļšāļ§āļāļ—āļēāļ‡āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļ§āļīāļŠāļēāļ„āļ“āļīāļ•āļĻāļēāļŠāļ•āļĢāđŒāļ”āđ‰āļ§āļĒāļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļŊ (4) āđāļšāļšāļ—āļ”āļŠāļ­āļšāļāđˆāļ­āļ™āđ€āļĢāļĩāļĒāļ™āđāļĨāļ°āļŦāļĨāļąāļ‡āđ€āļĢāļĩāļĒāļ™ (5) āđāļšāļšāļ›āļĢāļ°āđ€āļĄāļīāļ™āļ„āļ§āļēāļĄāļžāļķāļ‡āļžāļ­āđƒāļˆāđƒāļ™āļāļēāļĢāđƒāļŠāđ‰āļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļŊ āđāļĨāļ° (6) āđāļšāļšāļ§āļąāļ”āļ„āļ§āļēāļĄāļŠāļļāļ‚āđƒāļ™āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļ§āļīāļŠāļēāļ„āļ“āļīāļ•āļĻāļēāļŠāļ•āļĢāđŒāļ”āđ‰āļ§āļĒāļāļēāļĢāđƒāļŠāđ‰āļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­ āļāļēāļĢāļ§āļīāđ€āļ„āļĢāļēāļ°āļŦāđŒāļ‚āđ‰āļ­āļĄāļđāļĨāđƒāļŠāđ‰āļŠāļ–āļīāļ•āļī āđ„āļ”āđ‰āđāļāđˆ āļ„āđˆāļēāđ€āļ‰āļĨāļĩāđˆāļĒ āļŠāđˆāļ§āļ™āđ€āļšāļĩāđˆāļĒāļ‡āđ€āļšāļ™āļĄāļēāļ•āļĢāļāļēāļ™ āđāļĨāļ°āļ—āļ”āļŠāļ­āļšāļ„āđˆāļēāļ—āļĩ āļœāļĨāļāļēāļĢāļ§āļīāļˆāļąāļĒāļžāļšāļ§āđˆāļē 1) āļœāļĨāļāļēāļĢāļ›āļĢāļ°āđ€āļĄāļīāļ™āļ„āļļāļ“āļ āļēāļžāļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļĢāđˆāļ§āļĄāļāļąāļšāļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āđāļšāļšāļ›āļāļīāļŠāļąāļĄāļžāļąāļ™āļ˜āđŒāđƒāļ™āļŠāļąāđ‰āļ™āđ€āļĢāļĩāļĒāļ™āđ€āļžāļ·āđˆāļ­āđ€āļŠāļĢāļīāļĄāļŠāļĢāđ‰āļēāļ‡āļ—āļąāļĻāļ™āļ„āļ•āļīāđ€āļŠāļīāļ‡āļšāļ§āļāļ•āđˆāļ­āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļ§āļīāļŠāļēāļ„āļ“āļīāļ•āļĻāļēāļŠāļ•āļĢāđŒāļ­āļĒāđˆāļēāļ‡āļĄāļĩāļ„āļ§āļēāļĄāļŠāļļāļ‚ āļ­āļĒāļđāđˆāđƒāļ™āļĢāļ°āļ”āļąāļšāļ”āļĩāļĄāļēāļ 2) āļ„āļ°āđāļ™āļ™āđ€āļ‰āļĨāļĩāđˆāļĒāļŦāļĨāļąāļ‡āđ€āļĢāļĩāļĒāļ™āļ”āđ‰āļ§āļĒāļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļŠāļđāļ‡āļāļ§āđˆāļēāļāđˆāļ­āļ™āđ€āļĢāļĩāļĒāļ™ āļ­āļĒāđˆāļēāļ‡āļĄāļĩāļ™āļąāļĒāļŠāļģāļ„āļąāļāļ—āļēāļ‡āļŠāļ–āļīāļ•āļīāļ—āļĩāđˆ .01 3) āļœāļĨāļāļēāļĢāļĻāļķāļāļĐāļēāļāļēāļĢāđƒāļŠāđ‰āļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļ—āļģāđƒāļŦāđ‰āļœāļđāđ‰āđ€āļĢāļĩāļĒāļ™āđ€āļāļīāļ”āļ—āļąāļĻāļ™āļ„āļ•āļīāđ€āļŠāļīāļ‡āļšāļ§āļāļ•āđˆāļ­āļ§āļīāļŠāļēāļ„āļ“āļīāļ•āļĻāļēāļŠāļ•āļĢāđŒāđāļĨāļ°āđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āļ­āļĒāđˆāļēāļ‡āļĄāļĩāļ„āļ§āļēāļĄāļŠāļļāļ‚āļ­āļĒāļđāđˆāđƒāļ™āļĢāļ°āļ”āļąāļšāļ”āļĩāļĄāļēāļ āđāļĨāļ° 4) āļ„āļ§āļēāļĄāļžāļķāļ‡āļžāļ­āđƒāļˆāļ•āđˆāļ­āļāļēāļĢāļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāļ§āļīāļ”āļĩāđ‚āļ­āļĢāđˆāļ§āļĄāļāļąāļšāļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āđāļšāļšāļ›āļāļīāļŠāļąāļĄāļžāļąāļ™āļ˜āđŒāđƒāļ™āļŠāļąāđ‰āļ™āļŠāļąāđ‰āļ™āđ€āļĢāļĩāļĒāļ™āđ€āļžāļ·āđˆāļ­āđ€āļŠāļĢāļīāļĄāļŠāļĢāđ‰āļēāļ‡āļ—āļąāļĻāļ™āļ„āļ•āļīāđ€āļŠāļīāļ‡āļšāļ§āļāļ•āđˆāļ­āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļ§āļīāļŠāļēāļ„āļ“āļīāļ•āļĻāļēāļŠāļ•āļĢāđŒāļ­āļĒāđˆāļēāļ‡āļĄāļĩāļ„āļ§āļēāļĄāļŠāļļāļ‚āļ­āļĒāļđāđˆāđƒāļ™āļĢāļ°āļ”āļąāļšāļĄāļēāļāļ—āļĩāđˆāļŠāļļ

    āļāļēāļĢāļžāļąāļ’āļ™āļēāđāļ­āļ›āļžāļĨāļīāđ€āļ„āļŠāļąāļ™āļšāļ™āđāļ—āđ‡āļšāđ€āļĨāđ‡āļ•āļŠāļģāļŦāļĢāļąāļšāđ€āļ”āđ‡āļāļšāļāļžāļĢāđˆāļ­āļ‡āļ—āļēāļ‡āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āļ”āđ‰āļēāļ™āļ„āļ“āļīāļ•āļĻāļēāļŠāļ•āļĢāđŒ

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    The objectives of this research were: 1) to develop an application quality on tablet for the Mathematics Learning Disability, 2) to study effectiveness index of the application on tablet, 3) to study the behavior of using application on tablet, 4) to study the advantage of using application on tablet, 5) to study the satisfaction of the application on tablet. The selected samples in this mixed-method research are five students with learning disabilities mathematics problems. They are from Watsaothong school, The Secondary Education Service Area Office 1, in Suphanburi.The research tools were an application on tablet for the Mathematics Learning Disability, quality evaluation form, pre-test and post-test of lesson, the behavior observation form of using application on tablet, open questions of the advantage of using application on tablet, the questionnaire of the satisfaction of the application on tablet. The information analysis statistic was mean, standard deviation, and effectiveness index. The results of the study were as follows: 1) an application quality on tablet for the Mathematics Learning Disability was in good level, 2) the study results of effectiveness index the application on tablet at 0.80, 3) the study results of observation found that users interested in interact with activities of application on tablets, because the program set out the appropriate learning process for each of student. That makes users can choose the speed of learning as appropriate and each of their attention, 4) the study results of the advantage of the application showed that the application benefit can be applied to the students, the advantages of the application is to stimulate interest of the Mathematics Learning Disability can enhance the quality of students, 5) the learn was the most satisfaction to study with application on tablet
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