By Thosporn Sangsawang
Year 2020
ABSTRACT
The purposes of this research were to: 1) identify the efficacy of the machine game automatic for reading skill using Internet of Things, 2) compare students’ achievement before and after utilizing the machine game automatic for reading skill using Internet of Things, and 3) assess the students’ level of satisfaction toward the machine game automatic for reading skill using Internet of Things.
The samples of this research included 30 students with learning disabilities from 23 school networks studying in the first semester of the academic year 2019. The research instruments consisted of :1) the machine game automatic for reading skill using Internet of Things, 2) a pretest and a posttest as an achievement assessment, and 3) satisfaction questionnaires to assess the student’s level of satisfaction toward the machine game automatic for reading skill using Internet of Things. The data were analyzed using mean, standard deviation, and t-test.
The research results showed that 1) the efficacy of the machine game automatic for reading skill using Internet of Things (E1/E2) was 82.25/81.56. 2) The students’ achievement after utilizing the machine game automatic was significantly higher than before using the game t (4.07) =17.61, p <.05) as the average pretest score was 15.44 (SD =0.89) and the average posttest score was 17.61 (SD =1.55). 3) The student’s level of satisfaction toward the machine game automatic for reading skill using Internet of Things was at the highest level (M=4.80, SD =0.50). It was found that the machine game automatic was beneficial. Learning the contents controlled by Arduino board with electronic devices and automatic systems using Internet of Things could improve the students’ reading skill.
Download: The Machine Game Automatic for Reading Skill Using Internet of Things