Development of a learning activity package using Gamification to enhance analytical thinking skills and learning achievement of Secondary School Grade 1 Students
The purposes of this research were to: 1) develop a learning activity package using gamification to be effective in accordance with the 80/80 criteria, 2) compare the analytical thinking skills between before and after learning using gamification on basic units of living things, 3) compare the learning achievement between before and after learning using gamification
on basic units of living things, and 4) study students’ attitude toward science after learning using gamification on basic units of living things. The sample group for implementing a learning activity package was a group of 46 secondary school grade 1 students during the first semester of
the academic year 2021 at Streemandapitak School, which was obtained by purposive sampling. The employed research instruments were: 1) the learning activity package using gamification on basic units of living things, 2) lesson plans using gamification, 3) an analytical thinking skills test on basic units of living things, 4) a learning achievement test on basic units of living things, and 5) an attitude toward science survey. The statistics used for the data analysis were: percentage, mean, and t-test for one dependent group. The research findings were as follows: 1) the learning activity package using gamification on basic units of living things had an effectiveness of 83.20/83.25 which was higher than the standard criteria, 2) the analytical thinking skills of students after learning using gamification on basic unit of living things was higher than before learning at the .05 level of significance, 3) the learning achievement of students after learning using gamification on basic units of living things was higher than before learning at the .05 level of significance, and 4) the students’ attitude towards science was at the high level of positive attitude. ( X = 4.43,
S.D. = 0.20)