Publication:
A Development of a Game-based Supplementary E-learning Program for English for Veterinary Profession I

dc.contributor.authorWatanapokakul, Satita
dc.date.accessioned2023-12-14T17:08:17Z
dc.date.available2023-12-14T17:08:17Z
dc.date.issued2018
dc.date.issuedBE2561
dc.description.abstractThis study focuses on the role of edutainment at the tertiary level. The context is the teaching and learning of English for Veterinary Profession I (ENG VET PROF I) for second-year university students in Bangkok, Thailand. This course focuses on improving students’ listening and speaking skills in the veterinary field. In order to make the materials relevant and attractive to Net Gen learners, a game-based supplementary e-learning program considered an alternative pedagogy adaptable for Net Gen. The purposes of the study are to develop an effective gamebased supplementary e-learning program, called CULI ZOO, for students in English for Veterinary Profession I and to evaluate the effectiveness of the program. The study sample was the second-year Veterinary Science students enrolled in the English for Veterinary Profession I course in 2014 and 2015. An experimental and a control groups did the same pretest at the beginning of the course. The results from an Independent Samples t-test, at a significance level of 0.05, confirmed that both groups were comparable. Only students in 2015 were exposed to CULI ZOO. Scores from the midterm and final examinations were used as posttest scores. After the experimental group students finished using CULI ZOO, they completed a set of the questionnaires that elicited their opinions toward CULI ZOO. Sixteen students were randomly selected for interviews. The results obtained from the t-test showed a statistically significant difference in the posttest scores between both groups. Likewise, there was a significant difference between the pretest and posttest scores of the students in the experimental group. The data from the questionnaires and interviews showed that the students in the experimental group had positive opinions toward CULI ZOO. In the experimental group, the students’ total scores from CULI ZOO correlated with their scores from the posttest.
dc.identifier.issn2287-0024
dc.identifier.urihttps://harrt.in.th/handle/123456789/1116
dc.language.isoen
dc.publisherResearch Department, Chulalongkorn University Language Institute
dc.publisher.placePhayathai Road, Bangkok
dc.subjectโครงการเรียนผ่านสื่อเทคโนโลยี
dc.subjectการเรียนผ่านเกม
dc.subjectภาษาอังกฤษเพื่อวิชาชีพสัตวแพทยศาสตร์
dc.subjectEdutainment
dc.subjectEnglish For Veterinary Profession
dc.subjectE-Learning
dc.subjectGamification
dc.subjectGame-Based Elearning Program
dc.subjectNet Gen Learners
dc.subject.isced0231 การเรียนภาษา
dc.subject.oecd6.2 ภาษาและวรรณคดี
dc.titleA Development of a Game-based Supplementary E-learning Program for English for Veterinary Profession I
dc.typeบทความวารสาร (Journal Article)
dspace.entity.typePublication
harrt.itemID736
harrt.researchAreaการสอนภาษาอังกฤษ
harrt.researchGroupภาษาอังกฤษ
harrt.researchTheme.1การเรียนการสอนภาษา (Language Teaching)
mods.location.urlhttps://www.culi.chula.ac.th/Images/asset/pasaa_journal/file-11-115-f4whzg135861.pdf
oaire.citation.endPage218
oaire.citation.startPage178
oaire.citation.titlePASAA Journal
oaire.citation.volume55
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