The Development of Creativity by Using 5E Inquiry Learning Activities Integrated with Games on Social Studies, Religion and Culture Subject of Phrathomsuksa 4 Students

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Bibliographic Details
Title: The Development of Creativity by Using 5E Inquiry Learning Activities Integrated with Games on Social Studies, Religion and Culture Subject of Phrathomsuksa 4 Students
Language: English
Authors: Wanwisa Sattabut, Songsak Phusee-orn
Source: International Education Studies. 2026 19(1):28-36.
Availability: Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606 Ext 206; Fax: 416-642-2608; e-mail: ies@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/ies
Peer Reviewed: Y
Page Count: 9
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Education Level: Secondary Education
Descriptors: Foreign Countries, Creativity, Learning Activities, Gamification, Social Studies, Religion, Achievement Tests, International Assessment, Secondary School Students, Inquiry, Teaching Methods, Instructional Effectiveness
Geographic Terms: Thailand
Assessment and Survey Identifiers: Program for International Student Assessment
ISSN: 1913-9020
1913-9039
Abstract: The purposes of the research were 1) to develop a 5E inquiry-based learning activity with games that promote creativity in Phrathomsuksa 4 Students with an efficiency of 80/80, 2) to find the learning effectiveness index of students with the created plan, 3) to compare students with' creativity before and after learning, and 4) to study students' satisfaction with the created plan. The sample group used in this research was 23 Phrathomsuksa 4 Students of Nong Son Don Tiew School, Mahasarakham Primary Educational Service Area Office 2, selected by purposive sampling. The research instruments consisted of 1) a 5E inquiry-based learning activity plan with games,2) a creativity test, 3) an achievement test, and 4) a student satisfaction questionnaire. The statistics used for data analysis were percentage, mean, and standard deviation. The hypothesis was tested using t-test Dependent Samples. The research results found that: (1) The 5E inquiry-based learning activity plan, which used games in Social Studies, Religion, and Culture for Grade 4 students, was effective at 82.84/83.04, which met the criteria 80/80. (2) The effectiveness index of learning with the 5E inquiry-based learning activity plan using games in Social Studies, Religion, and Culture for Phrathomsuksa 4 Students was 0.7174, indicating that students' knowledge increased by 71.74 percent. (3) Phrathomsuksa 4 Students who studied with the 5E inquiry-based learning activity using games in Social Studies, Religion, and Culture had higher creativity after studying, with statistical significance at the .01 level. (4) Phrathomsuksa 4 Students who studied with the 5E inquiry-based learning activity using games in Social Studies, Religion, and Culture had overall satisfaction with their studies.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1495032
Database: ERIC
Description
Abstract:The purposes of the research were 1) to develop a 5E inquiry-based learning activity with games that promote creativity in Phrathomsuksa 4 Students with an efficiency of 80/80, 2) to find the learning effectiveness index of students with the created plan, 3) to compare students with' creativity before and after learning, and 4) to study students' satisfaction with the created plan. The sample group used in this research was 23 Phrathomsuksa 4 Students of Nong Son Don Tiew School, Mahasarakham Primary Educational Service Area Office 2, selected by purposive sampling. The research instruments consisted of 1) a 5E inquiry-based learning activity plan with games,2) a creativity test, 3) an achievement test, and 4) a student satisfaction questionnaire. The statistics used for data analysis were percentage, mean, and standard deviation. The hypothesis was tested using t-test Dependent Samples. The research results found that: (1) The 5E inquiry-based learning activity plan, which used games in Social Studies, Religion, and Culture for Grade 4 students, was effective at 82.84/83.04, which met the criteria 80/80. (2) The effectiveness index of learning with the 5E inquiry-based learning activity plan using games in Social Studies, Religion, and Culture for Phrathomsuksa 4 Students was 0.7174, indicating that students' knowledge increased by 71.74 percent. (3) Phrathomsuksa 4 Students who studied with the 5E inquiry-based learning activity using games in Social Studies, Religion, and Culture had higher creativity after studying, with statistical significance at the .01 level. (4) Phrathomsuksa 4 Students who studied with the 5E inquiry-based learning activity using games in Social Studies, Religion, and Culture had overall satisfaction with their studies.
ISSN:1913-9020
1913-9039