Development of learning management model with educational board game innovation, Career subject 1, Good and Beneficial Food, for Mathayom 4 students
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Abstract
This research aimed to explore instructional design and the use of educational board games as an innovation in the subject of Career and Technology Education. The objectives were: (1) to study instructional approaches integrated with educational board games, (2) to develop a learning model that incorporates board games as a core innovation, (3) to examine the outcomes of implementing this model and innovation, and (4) to synthesize lessons learned and validate the quality of the learning model and board game innovation. The sample consisted of 77 Grade 10 students in the first semester of the 2024 academic year, selected through simple random sampling. Research instruments included questionnaires, interviews, a manual for using the learning model, a board game implementation guide, and evaluation forms assessing academic achievement, teamwork skills, problem-solving skills, innovation creation ability, and learner satisfaction. Data were analyzed through content analysis and descriptive statistics, including percentage, mean, and standard deviation.
The findings revealed that the learning approach emphasized active participation and learner engagement. The board game innovation enhanced motivation, enjoyment in learning, and key skills such as teamwork and problem-solving. The developed learning model—MAUIS—comprised five stages: Motivation, Analysis, Unique, Innovation, and Social and Service. The model demonstrated high quality and statistically significant effectiveness at the 0.05 level. The implementation of the model led to improved academic achievement, as well as good levels of teamwork, problem-solving, and innovation creation among students. Learner satisfaction was rated high, and expert evaluations confirmed the model and board game innovation to be of high quality.
A key finding of this research is that using educational board games as an innovation in Career and Technology Education can create experiential learning environments that effectively integrate knowledge, skills, and motivation. This approach contrasts with traditional content-focused methods and contributes to developing learners' 21st-century competencies, including analytical thinking, collaboration, problem-solving, and creative innovation. It is recommended that the MAUIS model and board game innovation be applied to other subjects and educational levels to promote innovative learning strategies aligned with contemporary needs and to sustainably enhance the Thai education system.
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