THE EFFECTS OF USING GAMIFIED DIGITAL CLASSROOM TO ENHANCE PHOTOGRAPHY SKILLS OF PRATHOM SUEKSA SIX STUDENTS

Authors

  • Achiraya Attapolsil Faculty of Education, Ramkhamhaeng University
  • Sayamon Insaard Faculty of Education, Ramkhamhaeng University
  • Supot Ingard Faculty of Education, Ramkhamhaeng University

Keywords:

Digital Classroom, Gamification, Photography Skills

Abstract

In this thesis, the researcher develops (1) a gamified digital classroom to enhance the photography skills of Prathom Sueksa Six students; and compares (2) the photography skills after the study with the criteria of 80 percent using a gamified digital classroom. The sample population consisted of thirty Prathom Sueksa Six students at Ramkhamhaeng University Demonstration School (Elementary Level) in the second semester of the academic year 2025 using the technique of simple random sampling by drawing lots. The research instruments consisted of the following: (1) a gamified digital classroom; (2) a digital classroom quality assessment; and (3) a photography skill assessment. The statistics used in data analysis were mean (M), standard deviation (S.D.), and one-sample t-test. Findings are as follows. (1) The developed gamified digital classroom exhibited the quality overall at a good level (M = 4.42, S.D. = 0.66) and the photography contents were at a very good level (M = 4.64, S.D. = 0.56). The comparison of the photography skills after the study with a gamified digital classroom found that the photography skills after the study were at 85.83 percent, higher than the criteria of 80 percent at the statistically significant level of .05.

References

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Published

2026-06-13

How to Cite

Attapolsil, A., Insaard, S., & Ingard, S. (2026). THE EFFECTS OF USING GAMIFIED DIGITAL CLASSROOM TO ENHANCE PHOTOGRAPHY SKILLS OF PRATHOM SUEKSA SIX STUDENTS. Srinakharinwirot Academic Journal of Education, 27(1), 267–284. retrieved from https://so13.tci-thaijo.org/index.php/SWU_JEd/article/view/4046

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