A one-group pre–post trial with 148 Grade 3 pupils from two Hat Yai schools found science scores rose from 7.75 to 8.09 and satisfaction averaged 3.67/4 after a gamified online game.
Key findings
- Mean scores rose from 7.75 (SD 2.15) to 8.09 (SD 2.02), t=3.42, p=0.0008. Satisfaction averaged 3.67 (SD 0.67)/4, with pupils highlighting visuals, animation, missions, retry opportunities and immediate feedback.
Why this matters globally
The study documents learner-centered design and real-class integration, providing a base for controlled testing across topics and schools.
Thai researcher contribution
Chulalongkorn University researchers developed the medium from learner needs and tested it in Thai schools in Hat Yai.
Limitations to consider
The single-group pre/post design lacks randomization and control. Statistical significance may not equal educational importance, tests and satisfaction may carry practice/Hawthorne effects, and retention is unknown.