Abstract:
The objectives of this research are 1) to compare learning achievement in Thai literature Ramayana, Episode Narai Prab Nonthok of grade 8 students before and after learning through gamification; and 2) to study the satisfaction of grade 8 students towards learning Thai literature Ramayana Episode Narai Prab Nonthok through gamification. The sample used for this research was grade 8 students from a classroom of 35 students studying in the first semester of Academic Year 2020 at a high school in Nakhon Nayok Province, obtained from cluster random sampling. The research instruments used comprise six lesson plans for teaching Thai language, Thai literature learning achievement test on Ramayana, Episode Narai Prab Nonthok, and the questionnaire on the satisfaction of learning Thai literature through gamification. The statistics used for data analysis were mean, standard deviation, and t test for dependent samples.
The results revealed that the achievement in Thai literature Ramayana, Episode Narai Prab Nonthok of grade 8 students after learning through gamification was higher than the achievement prior to learning through gamification with statistical significance at the .01 level. It was also found that the grade 8 students were satisfied with learning Thai literature Ramayana Episode Narai Prab Nonthok through gamification at high level with an average of 3.90.