Please use this identifier to cite or link to this item: http://www.repository.rmutt.ac.th/xmlui/handle/123456789/3914
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dc.contributor.authorThosporn Sangsawang-
dc.date.accessioned2022-05-19T06:51:15Z-
dc.date.available2022-05-19T06:51:15Z-
dc.date.issued2020-
dc.identifier.urihttp://www.repository.rmutt.ac.th/xmlui/handle/123456789/3914-
dc.description.abstractThe purposes of this research were to: 1) identify the efficacy of the machine game automatic for reading skill using Internet of Things, 2) compare students' achievement before and after utilizing the machine game automatic for reading skill using Internet of Things, and 3) assess the students’ level of satisfaction toward the machine game automatic for reading skill using Internet of Things. The samples of this research included 30 students with learning disabilities from 23 school networks studying in the first semester of the academic year 2019. The research instruments consisted of :1) the machine game automatic for reading skill using Internet of Things, 2) a pretest and a posttest as an achievement assessment, and 3) satisfaction questionnaires to assess the student's level of satisfaction toward the machine game automatic for reading skill using Internet of Things. The data were analyzed using mean, standard deviation, and t-test. The research results showed that 1) the efficacy of the machine game automatic for reading skill using Internet of Things (E1/E2) was 82.25/81.56. 2) The students’ achievement after utilizing the machine game automatic was significantly higher than before using the game t (4.07) =17.61, p <.05) as the average pretest score was 15.44 (SD =0.89) and the average posttest score was 17.61 (SD =1.55). 3) The student's level of satisfaction toward the machine game automatic for reading skill using Internet of Things was at the highest level (M=4.80, SD =0.50). It was found that the machine game automatic was beneficial. Learning the contents controlled by Arduino board with electronic devices and automatic systems using Internet of Things could improve the students’ reading skill.en
dc.language.isoenen
dc.publisherRajamangala University of Technology Thanyaburi. Engineering.en
dc.subjectautomaticen
dc.subjectinternet of thingen
dc.subjectmachine gameen
dc.subjectreading skillen
dc.titleThe Machine Game Automatic for Reading Skill Using Internet of Thingsen
dc.title.alternativeเครื่องเกมอัตโนมัติสำหรับทักษะการอ่านผ่านการใช้อินเทอร์เน็ตของสรรพสิ่งen
dc.typeThesisen
Appears in Collections:วิทยานิพนธ์ (Thesis - EN)

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