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All Innovation
ชิ้นงานKMITL Expo 2025Cluster 2025ป. ตรี โครงงานพิเศษ
LEARNING
ACHIEVEMENT
WITH
THE
USE
OF
BOARDGAMES
ON
MUSHROOMS
COOPERATED
WITH
COOPERATIVE
LEARNING
FOR
THIRD-
YEAR
VOCATIONAL
CERTIFICATE
STUDENTS
คณะครุศาสตร์อุตสาหกรรมและเทคโนโลยี, ครุศาสตร์เกษตร, ครุศาสตร์อุตสาหกรรมบัณฑิต (ครุศาสตร์เกษตร)
AI Translated
LEARNING ACHIEVEMENT WITH THE USE OF BOARDGAMES ON MUSHROOMS COOPERATED WITH  COOPERATIVE LEARNING FOR THIRD-YEAR VOCATIONAL CERTIFICATE STUDENTS

Innovation Owner

NN

Mr. NATTHAPORN NAKSUK

Student

Details

This study develops a mushroom production board game integrated with cooperative learning to improve the academic achievement of third-year vocational students. The game was designed using the Educational Boardgame Design Canvas and implemented via the ASSURE Model.

This study aims to develop a board game on mushrooms production with cooperative learning and to examine its effects on the learning achievement of third-year vocational certificate students in the mushroom production course. The research instruments included a board game designed using the Educational Boardgame Design Canvas framework, comprising 60 cards (7 main cards, 24 secondary cards, and 29 additional cards). The board game was implemented alongside the Learning Together (LT) cooperative learning approach, following the ASSURE Model for instructional media design. Pre- and post-tests, along with a satisfaction questionnaire, were used to assess student performance and engagement.

The findings revealed a statistically significant improvement at the .05 level in students' learning achievement before and after using the board game. At Ratchaburi College of Agriculture and Technology, the post-test mean score was 16.00, compared to a pre-test mean score of 12.50. Student satisfaction with the learning approach was at the highest level, with an average satisfaction score of 4.69.

To further refine and expand the study, the board game was also implemented at the Uthai Thani College of Agriculture and Technology, where similar improvements were observed. The post-test mean score increased to 11.21, compared to a pre-test mean score of 7.48, confirming the research hypothesis. Student satisfaction at Uthai Thani College of Agriculture and Technology was also high, with an average satisfaction score of 4.39. These results suggest that integrating board games with cooperative learning effectively enhances student achievement and engagement in agricultural education.

Objective

To develop a mushroom production board game integrated with cooperative learning and to evaluate its impact on the learning achievement of third-year vocational certificate students.

  1. To develop a board game on mushrooms integrated with cooperative learning for third-year vocational certificate students in the Plant Production program.
  2. To study the development of learning achievement in the Mushroom Production course for third-year vocational certificate students in the Plant Production program who used the board game integrated with cooperative learning.