The Development of Learning Achievement in the Salesmanship Unit through Game-Based Learning Using the Flippity Platform for Third-Year Vocational Certificate Students
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Abstract
This research aimed to 1) compare the learning achievement of the Salesmanship unit before and after implementing game-based learning via the Flippity platform of third-year vocational certificate students, and 2) study the satisfaction of third-year vocational certificate students towards game-based learning management via the Flippity platform. The sample group consisted of 38 third-year vocational certificate students from the Marketing Department, Room 1, at Krungthon Technology College, selected through cluster sampling. The research instruments included game-based learning lesson plans utilizing the Flippity platform, the learning achievement test, and the satisfaction questionnaires. The statistics used for data analysis were mean, standard deviation, and t-test Dependent.
The research findings revealed that 1) the students who learned through game-based learning via the Flippity platform had higher post-learning achievement scores (Mean = 28.05, S.D. = 7.21) than pre-learning achievement scores (Mean = 23.84, S.D. = 7.55) at a statistical significance level of .01 and 2) the students' overall satisfaction towards game-based learning via the Flippity platform was at the highest level (Mean = 4.55, S.D. = 0.55).