The Application of Gamification to Enhance Learning in the Topic of Educational Quality Assurance for Chinese Graduate Students in the Master of Education Program in Educational Administration and Leadership

Main Article Content

Subin Yurarach
Nithipattara Balsiri

Abstract

This research aimed to: 1) compare the learning outcomes of Chinese graduate students in the Master of Education Program in Educational Administration and Leadership before and after applying gamification to enhance learning in the topic of educational quality assurance, and 2) to examine the satisfaction and opinions of Chinese students toward instructional activities using gamification. The research sample consisted of 32 Chinese graduate students in the Master of Education Program in Educational Administration and Leadership at a public higher education institution in Bangkok. The research instruments were 1) a knowledge test and 2) a semi-structured interview. Data were collected by the researcher and analyzed using descriptive statistics, including frequency, percentage, mean, standard deviation, and the t-test. The findings revealed that 1) the mean scores of learning outcomes after applying gamification were significantly higher than those before learning at the 0.05 level of statistical significance, and 2) Chinese students were satisfied with the instructional activities using gamification and expressed the opinion that gamification should be applied to other topics and courses to help students learn and understand the content more easily.

Article Details

How to Cite
Yurarach, S., & Balsiri, N. (2025). The Application of Gamification to Enhance Learning in the Topic of Educational Quality Assurance for Chinese Graduate Students in the Master of Education Program in Educational Administration and Leadership. Journal of Education Yala Rajabhat University, 4(2), 32–40. retrieved from https://so08.tci-thaijo.org/index.php/jeduyru/article/view/5671
Section
Research Article

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