Please use this identifier to cite or link to this item: https://ir.swu.ac.th/jspui/handle/123456789/29288
Title: The Digital Survival Game to Enhance the Digital Quotient of Lower Secondary Students
Authors: Suksen A.
Pheeraphan N.
Keywords: Digital game
Digital intelligent
Digital quotient
Issue Date: 2023
Publisher: Springer Science and Business Media Deutschland GmbH
Abstract: This research aims to study the results of a digital game with a student-centered approach to enhance the digital quotient of lower secondary school students. The sample group consisted of 133 lower secondary school students by multi-stage sampling from two classes of each level of the Assumption College English Program in the 2020 academic year. The research tools included (1) a digital game with a student-centered approach to enhance the digital quotient of lower secondary school students; and (2) a digital quotient test. The data were analyzed using the dependent sample’s arithmetical mean, standard deviation, and a t-test. The research findings revealed the following: (1) the content and game design of a digital game with a student-centered approach had an Index of Item-Objective Congruence of 0.88 and 0.85 and an effectiveness Index of 0.28; and (2) the digital quotient achievement score was significantly higher than the pre-test scores at a level of 0.01. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
URI: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85174696836&doi=10.1007%2f978-981-99-3091-3_23&partnerID=40&md5=fe87899f5bf771afe792250b8ecc3581
https://ir.swu.ac.th/jspui/handle/123456789/29288
Appears in Collections:Scopus 2023

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