The Effects of Using Digital Games on Learning English Vocabulary of Sixth Grade Students

Main Article Content

Chalermporn Punjasutaros
Dr. Soranabordin Prasansaph

Abstract

The purposes of this research were 1) to compare the students’ learning English vocabulary before and after using digital games and 2) to study the students’ satisfaction towards digital games on learning English vocabulary. The research was quasi experimental by using one-group pretest posttest design. The sample was the sixth-grade students who studied in the second semester of academic year 2022, in total of 35 and selected by cluster random sampling technique. The experiment was carried on by using digital games for 4 hours. The research instruments consisted of 1) lesson plans 2) an English vocabulary English vocabulary test which was applied before and after using digital games and 3) a satisfaction questionnaire towards digital games on learning English vocabulary. The data were analyzed by using mean, standard deviation (S.D) and paired Samples T-Test. The results of the study were 1) the students’ learning English vocabulary after using digital games were significantly higher than before at the .05 level and 2) the sixth-grade students’ satisfaction towards digital games on learning English vocabulary were at the highest level.

Article Details

How to Cite
Punjasutaros, C. ., & Prasansaph, D. S. . (2023). The Effects of Using Digital Games on Learning English Vocabulary of Sixth Grade Students . Journal of Dhamma for Life, 29(4), 422–437. retrieved from https://so08.tci-thaijo.org/index.php/dhammalife/article/view/2629
Section
Original Research Article