five

Implementing a game-based learning approach for teaching English present tenses to employees of a public company limited

收藏
DataCite Commons2025-09-12 更新2026-05-04 收录
下载链接:
http://doi.nrct.go.th/?page=resolve_doi&resolve_doi=10.14457/TU.the.2024.797
下载链接
链接失效反馈
官方服务:
资源简介:
This study investigated employee satisfaction with a Game-Based Learning approach for all four English Present Tenses at a public company limited. This initiative directly addressed existing English proficiency gaps within the organization, recognizing the vital role of English in global communication. A descriptive research design was employed, involving 30 voluntary employees from E1 to E4 occupational levels. The primary learning tool, "The Office Case," was a custom-designed game featuring a Detective Conan-inspired narrative. This engaging game guided participants through interactive, workplace-based grammar scenarios. Following the intervention, a 20-item satisfaction questionnaire was administered, measuring responses across four dimensions of the 4Cs framework: Collaboration, Communication, Critical Thinking, and Creativity. Data was subsequently analyzed using descriptive statistics. The results revealed very high satisfaction levels across all four dimensions, with Creativity scoring the highest (mean = 4.77), followed by Collaboration (4.65), Communication (4.62), and Critical Thinking (4.59). These findings clearly demonstrate the program's effectiveness in enhancing both English language use and essential competencies. In conclusion, Game-Based Learning, especially when integrated with compelling narratives and targeted instructional content, proves to be a highly effective and motivating strategy for corporate language training. For future research, it's recommended to incorporate qualitative methods, pre- and post-assessments, and more diverse sample groups to generate broader insights and validate long-term learning outcomes.
提供机构:
Thammasat University
创建时间:
2025-09-12
二维码
社区交流群
二维码
科研交流群
商业服务