A study on the development of eleventh grade students’ critical thinking skills and self-efficacy using active learning pedagogy with gamification

Atchanaphong Supnoon, Ratchanikorn Chonchaiya
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Abstract

The main objective of this research is to understand the development of the critical thinking skills and self-efficacy of eleventh grade students at a girls’ school in Bangkok by using classrooms implemented with active learning pedagogy through gamification on the topic of elementary counting principles. The study uses a mixed method pre-experiment research design, which also acquires in-depth data from interviews. The study involved 29 out of 182 students retrieved from cluster sampling. The data was analyzed using descriptive statistics, including mean, percentage, and standard deviation. A t-test was chosen as the inferential statistic for data analysis. The results indicated that students’ critical thinking skills were improved (Sig. (1-tailed) 0.011 < 0.025), while self-efficacy remained unchanged (Sig. (2-tailed) 0.148 > 0.050). The in-depth data from the interviews suggests that the students’ self-efficacy did not develop because of the stress from their school life. As the findings revealed the effectiveness of active learning pedagogy with gamification toward critical thinking and self-efficacy, the use of this combined approach in schools and universities is recommended to promote the competencies needed in the 21st century. We also suggest further management of stressful academic environments, which will benefit both students and teachers. Furthermore, to obtain more practical data, a more specific context of self-efficacy and critical thinking skills could be used.
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利用游戏化主动学习教学法培养十一年级学生批判性思维能力和自我效能感的研究
本研究的主要目的是了解曼谷一所女子学校十一年级学生的批判性思维能力和自我效能感的发展情况,方法是在课堂上通过游戏化实施主动学习教学法,以小学计数原理为主题。本研究采用了混合方法的实验前研究设计,同时还通过访谈获取了深度数据。研究从 182 名学生中分组抽取了 29 名。数据采用描述性统计方法进行分析,包括平均数、百分比和标准差。数据分析采用 t 检验作为推断统计量。结果表明,学生的批判性思维能力有所提高(Sig. (1-tailed) 0.011 < 0.025),而自我效能感保持不变(Sig. (2-tailed) 0.148 > 0.050)。访谈的深入数据表明,学生的自我效能感并没有因为学校生活的压力而提高。研究结果表明,游戏化的主动学习教学法对培养学生的批判性思维和自我效能感非常有效,因此建议在中小学和大学中使用这种综合教学法,以提高学生在 21 世纪所需的能力。我们还建议进一步管理紧张的学习环境,这对学生和教师都有好处。此外,为了获得更实用的数据,还可以使用更具体的自我效能感和批判性思维能力背景。
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25
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