Development of an instructional game for English critical reading for high school students

dc.contributor.advisorThanakorn Uan-on
dc.contributor.advisorWorawit Isarangkul
dc.contributor.advisorWanchai Rivepiboon
dc.contributor.authorJiraporn Gotam
dc.date.accessioned2024-02-06T01:48:13Z
dc.date.available2024-02-06T01:48:13Z
dc.date.copyright2000
dc.date.created2000
dc.date.issued2000
dc.descriptionTechnology of Information System Management (Mahidol University 2000)
dc.description.abstractThe purpose of this study is to develop an instructional game concerning an English Critical Reading course as a supplementary tool for the traditional classroom. The achievements of students learning to read is assessed. The opinions of the experimental groups towards the game are also investigated. The samples of this study consist of 60 volunteer students studying Mathayom 5 at Mahidolwittayanusorn School, Nakornpathom Province. The study was conducted during the first semester of the 2000 academic year. The research design involves two groups, an experimental and a control group. Each group consists of 30 students. Both groups are taught the regular English Critical Reading course by the researcher. Only the experimental group is assigned to play the instructional game as a supplementary practice. The game to supplement English Critical Reading is done once a week during their spare time for 4 weeks. The research instruments employed are a multiple-choice English comprehension reading test and a questionnaire. The test is used as a pretest and post-test for both groups. The scores of pretest and post-test were analyzed by using SPSS for windows. The questionnaire is administered to only the experimental group after the experimental supplementary practice to examine their opinions and attitudes towards the Instructional Game on English Critical Reading. After using the game as a supplementary practice, the results show that the mean scores on English comprehension reading test obtained from the experimental group were significantly higher than that from the control group. In addition, all the questionnaires completed by the students in the experimental group indicate that they had positive attitudes towards this developed computer game. They are able to use the game easily and their knowledge in English reading increased.
dc.format.extentx, 118 leaves
dc.format.mimetypeapplication/pdf
dc.identifier.citationThesis (M.Sc. (Technology of Information System Management))--Mahidol University, 2000
dc.identifier.isbn9746648411
dc.identifier.urihttps://repository.li.mahidol.ac.th/handle/20.500.14594/94431
dc.language.isoeng
dc.publisherMahidol University. Mahidol University Library and Knowledge Center
dc.rightsผลงานนี้เป็นลิขสิทธิ์ของมหาวิทยาลัยมหิดล ขอสงวนไว้สำหรับเพื่อการศึกษาเท่านั้น ต้องอ้างอิงแหล่งที่มา ห้ามดัดแปลงเนื้อหา และห้ามนำไปใช้เพื่อการค้า
dc.rights.holderMahidol University
dc.subjectComputer-assisted instruction -- Thailand
dc.subjectComputer games -- Thailand
dc.subjectEnucation, Secondary -- Thailand -- Study and teaching
dc.subjectEnglish language -- Pronunciation -- Computer-assisted instruction
dc.titleDevelopment of an instructional game for English critical reading for high school students
dc.title.alternativeการพัฒนาเกมการเรียนการสอนวิชาการอ่านอังกฤษเชิงวิเคราะห์สำหรับนักเรียนชั้นมัธยมปลาย
dc.typeMaster Thesis
dcterms.accessRightsopen access
mods.location.urlhttp://mulinet11.li.mahidol.ac.th/e-thesis/scan/4037627.pdf
thesis.degree.departmentFaculty of Engineering
thesis.degree.disciplineTechnology of Information System Management
thesis.degree.grantorMahidol University
thesis.degree.levelMaster's degree
thesis.degree.nameMaster of Science

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