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การศึกษาผลการเรียนรู้ หน่วยการเรียนรู้ สนุกกับ Lab สารและการเปลี่ยนแปลงความคิดสร้างสรรค์ และจิตวิทยาศาสตร์ ของนักเรียนชั้นประถมศึกษาปีที่ 5 จากการจัดการเรียนรู้ตามแนวคิดสะตีมศึกษาร่วมกับผังกราฟิก

Year: 2025
Type: article
Study design: Clinical Trial
Abstract: Background and Aims: STEAM Education is an integrated learning management Science and Technology, Engineering, Arts, and Mathematics, all of which aim to enhance learners' skills in problem-solving and product development. The purposes of this research were to 1) study learning outcomes on Fun with Lab on Substances and Changes us Learning Unit using STEAM education with Graphic Organizer on the following 1.1) compare learning achievement before and after learning using STEAM education with Graphic Organizer 1.2) compare learning achievement after learning using STEAM education with Graphic Organizer and the 70 percent criterion 1.3) compare the quality of the work after learning using STEAM education with Graphic Organizer and the 70 percent criterion 2) compare creative thinking before and after learning using STEAM education with Graphic Organizer 3) compare scientific mind before and after learning using STEAM education with Graphic Organizer. Methodology: This research sample consisted of 43 grade 5/2 students. The research instruments consisted of lesson plans, an achievement test, a quality of work learning test, a creativity assessment test, and a scientific mind assessment test. The percentage, mean, and standard deviation of independent items and the t-test were used to analyze the data. Results: The result findings showed that: 1) study of learning outcomes as the following 1.1) learning achievement after learning was significantly higher than before learning at the .05 level 1.2) learning achievement after learning was significantly higher than the 70 percent criteria at the .05 level 1.3) Task performance after learning was significantly higher than the 70 percent criterion at the .05 level 2) creativity thinking after learning was significantly higher than before learning at the .05 level 3) scientific mind after learning was significantly higher than before learning at the .05 level Conclusion: STEAM Education with Graphic Organizer effectively enhances the achievement of the sample students by guiding them through a sequential. This approach results in higher achievement, task performance, creative thinking, and a scientific mind.
Language: English
Subfield: Education
Open Access status: diamond
OpenAlex ID: W7220144907
FWCI:
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