The Effects of Using the Gimkit Game in Teaching the Tourism Industry Course: An Introduction to the Southern Thailand Tourism Industry for First-Year Vocational Certificate Students
Main Article Content
Abstract
This research aims to 1) study the development of analytical thinking skills in tourism resources in the Southern region of Thailand among first-year Vocational Certificate students using the Gimkit game, and 2) examine the development of learning achievement in the unit on Introduction to the Tourism Industry in the Southern region among first-year Vocational Certificate students using the Gimkit game. The target group consisted of 35 first-year Vocational Certificate students in the Hotel Management program at Siam Technology College (Siam Tech). The research tools included: 1) a lesson plan using the Gimkit game consisting of 3 lessons, with a total duration of 12 hours 2) a test to measure analytical thinking skills, and 3) a test to measure learning achievement. The data were analyzed using relative gain scores.
The research findings revealed that: 1) students who participated in the learning activities using the Gimkit game showed a high level of development in analytical thinking skills regarding tourism resources in the Southern region, with a relative gain score of 54.70, and 2) students who participated in the learning activities using the Gimkit game showed a high level of development in learning achievement, with a relative gain score of 55.72.