5ES INQUIRY LEARNING PROCESS AND GAMIFICATION TECHNIQUE FOR DEVELOPMENT OF ANALYTICAL THINKING AND LEARNING ACHIEVEMENT ON DNA TECHNOLOGY OF MATHAYOMSUKSA 4 STUDENTS

Authors

  • Supissara Sangtong Undergraduate, Department of Biology, Faculty of Education, Thaksin University
  • Kittirat Kasatsuntorn Lecturer, Faculty of Education, Thaksin University
  • Masitoh Waehama Teacher, Science and Technology subject group, Hatyai Wittayalai School
  • Wasinee Thasuwan Lecturer, Faculty of Education, Thaksin University
  • Nitikorn Thammakhan Lecturer, English, Faculty of Education, Thaksin University

Keywords:

5Es Inquiry-Based Learning Model, Gamification Concepts, critical thinking skills, learning achievement

Abstract

This research aimed to 1) compare analytical thinking and achievement of students before and after using the 5Es inquiry-based learning method with gamification concept, and 2) study the satisfaction towards the learning management. The population used in the research were 245 secondary school students in the 2024 academic year at Kantang Pittayakorn School, Trang Province. The sample consisted of 40 secondary school students in the 2024 academic year, which were selected by simple random sampling. The classroom was used as the experimental unit. The research instruments included the learning management plan using the 5Es inquiry-based learning method with gamification concept on DNA technology, analytical thinking skill test, academic achievement test, and satisfaction questionnaire. The statistics used for data analysis were mean, standard deviation, and t-test. The results of the research found that: The research results found that 1) The analytical thinking results of Mathayom 4 students before and after the 5Es inquiry-based learning program combined with the gamification concept found that 1) The analytical thinking results of Mathayom 4 students before and after the 5Es inquiry-based learning program combined with the gamification concept found that the students who received the 5Es inquiry-based learning program combined with the gamification concept had a significantly higher achievement after learning than before learning at a statistical level of 0.05, and 3) the students had the highest level of satisfaction. ( equation= 4.63, S.D. = 0.08).

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References

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Published

04/16/2025

How to Cite

Sangtong, S., Kasatsuntorn, K., Waehama, M., Thasuwan, W. ., & Thammakhan, N. (2025). 5ES INQUIRY LEARNING PROCESS AND GAMIFICATION TECHNIQUE FOR DEVELOPMENT OF ANALYTICAL THINKING AND LEARNING ACHIEVEMENT ON DNA TECHNOLOGY OF MATHAYOMSUKSA 4 STUDENTS. Journal of interdisciplinary in Social Sciences and Education, 1(2), 45–60. retrieved from https://so09.tci-thaijo.org/index.php/JISSE/article/view/6007

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Section

บทความวิจัย (Research article)