Effects of using digital game in physics learning on critical thinking and problem solving abilities of upper secondary school students, Bangkok Metropolis
Abstract:
The study was a quasi-experimental research. The purposes of this study were 1) to compare critical thinking ability of upper secondary school students between groups using and not using digital game in physics learning and 2) to compare problem solving ability of upper secondary school students between groups using and not using digital game in physics learning. The samples were Mathayom Suksa 4 students of Watsuthiwararam School, Bangkok at academic year 2006. The samples were divided into two groups: an experimental group which was using digital game in physics learning and a comparative group which was not using in above. The research instruments were critical thinking test with reliability at 0.73 and problem solving test with reliability at 0.71. The collected data were analyzed by means of arithmetic mean, standard deviation and tested the hypothesis by ANCOVA. The research findings were summarized as follows: 1. After the experiment, an experimental group had critical thinking ability scores higher than a comparative group at .05 level of significance. 2. After the experiment, an experimental group had problem solving ability scores higher than a comparative group at .05 level of significance.