The name research. Development of learning management model to promote the ability to recognize words in Japan using a game of high school students in year 3 of Japan language ญ 23201. Amphoe mueang Nakhon Ratchasima province, watthana bun schoolsResearcher Ms. Siriporn thiptara researcher A. Dr. สุยะรา Watra Major Advisor Professor GIA charan CHUM Yang Qasim Teacher consultations Professor amornrat Mano municipalities Teacher consultations The teachers suchada krita is sharp. Teacher consultations This research aims to: 1. to develop a learning management model to promote the capabilities of Japan remember the English vocabulary that students learn English school Japan 3 using 2 game series to study the capabilities of Japan remember the English vocabulary that students show.Yonpha Japan courses high school 3 years using games and 3. to study customer satisfaction toward Japan language learning based on the game series. The target audience for this research is the leading student 3rd year secondary school, boon, amphur Muang, Nakhon Ratchasima province to learn more of the language of Japan 30 people as a specific target group selection (Purposive Sampling) tools used: 1. the planned village.In the context of a game-based learning activities. 2. plan of the 8 competency test to recognize vocabulary, language, Japan (between students) number 8 3 series. the test your ability to recognize words in Japan (at the end of the semester) How many 1 Series 4. questionnaire of satisfaction of students with language vocabulary learning: the Japan game. This research analyzes data by averaging (ˉ x), and a percentage value. The results showed that 1. after the English vocabulary learning management Japan numerical category which manage learning using games, ice breaker group, according to the figures. Students can take the test measures the language competency required for most Japan. There are 91 percent average 9.1, but managed to learn English vocabulary that Japan introduction chapter manages learning using games, write speed. Students take the test measures the language competency required for Japan is the smallest percentage values. There are 61 percent average 6.1 and fail the criteria defined.2. If using a series of games in learning management, can improve the ability to recognize words in Japan of Japan language learning students grade 3, which results from the test at the end of the semester is satisfactory is through quality criteria are accounted for, there are 83% average 4.9. 3. a student has the satisfaction of learning English words using the Japan game series with an overview on the most satisfactory level.
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