| Literature DB >> 35068986 |
Naphong Wannapiroon1, Paitoon Pimdee1.
Abstract
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into two phases, including the synthesis and then the design of the VCLE. Also, in addition to the study's authors, nine experts were used for the model's development and another ten for its assessment (19 total). From their in-depth interviews and subsequent content analysis, their input of the proposed STEAM-ification process was synthesized and the data analyzed. The results revealed that the VCLE design should begin with a face-to-face, classroom learning environment in which the 'gamification' mechanisms were introduced and examined. This was then reinforced by moving the gamification process online outside of the classroom. Furthermore, five VCLE STEAM-ification steps were found to be particularly useful for enhancing creative thinking and student innovation. These included investigation, discovery, connections, creativity, and reflection. Moreover, we identified the gamification process as consisting of three main components. These were the 'game mechanics,' the 'game dynamics,' and 'player emotions'. The ten experts agreed that the VCLE STEAM-ification creativity and innovation (C & I) process was appropriate at an 'excellent' level ( x ¯ = 4.68, S. D. = 0.47), which has great potential in the development of Thai undergraduate student C & I skills. Also, when undertaken correctly, innovation and motivation to learn are also outcomes from both VCLE and gamification applications. Thus, when students undertook study with the VCLE STEAM-ification format, they were found to achieve higher levels of creativity and innovation than students who studied using the traditional teaching plan. These results were found to be statistically significant at the .01 level.Entities:
Keywords: 21st Century education; Creative Thinking; Critical thinking; Digital Learning Environment; Gamification; Innovation skills; STEAM-ification; STEM; Thailand
Year: 2022 PMID: 35068986 PMCID: PMC8761088 DOI: 10.1007/s10639-021-10849-w
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
A representative overview of the quantitative method analysis of the STEAM education process
| STEAM Education Process | (Rahmawati et al., | (Perignat & Katz-Buonincontro, | (How & Hung, | (Baharin et al., | (Ugras, | (Ogunleye, | STEAM Education Process |
|---|---|---|---|---|---|---|---|
| Investigation | √ | √ | √ | √ | √ | √ | √ |
| Discover | √ | √ | √ | √ | √ | √ | √ |
| Connect | √ | √ | √ | √ | √ | √ | √ |
| Create | √ | √ | √ | √ | √ | √ | √ |
| Reflect | √ | √ | √ | √ | √ | √ | √ |
Fig. 1The STEAM education process
The synthesis of the gamification components
| Gamification Components | (Toda et al., | (Sanchez et al., | (Hakak et al., | (Chen et al., | (Koivisto & Hamari, | (Ding, | (Özer et al., | (Rodrigues et al., | Gamification Componence | |
|---|---|---|---|---|---|---|---|---|---|---|
| Game Mechanics | Goals | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
| Points | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
| Badges | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Levels | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
| Leaderboards | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Virtual good | ✓ | ✓ | ✓ | ✓ | ||||||
| Roles | ✓ | ✓ | ✓ | ✓ | ||||||
| Times | ✓ | ✓ | ||||||||
| Feedback | ✓ | ✓ | ✓ | |||||||
| Game Dynamics | Reward | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Status | ✓ | ✓ | ✓ | |||||||
| Achievement | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| Self-expression | ✓ | ✓ | ✓ | |||||||
| Challenge | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| Conflict | ✓ | |||||||||
| Competition | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| Cooperation | ✓ | ✓ | ✓ | |||||||
| Game Emotion | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Mean and standard deviation of creativity and creative innovation
| Creative Thinking | Creative Innovation | ||||||
|---|---|---|---|---|---|---|---|
| Total score | SD | Total score | |||||
| Experimental | 30 | 16 | 14.53 | 0.94 | 20 | 18.40 | 1.04 |
| Control | 30 | 16 | 12.87 | 1.92 | 20 | 14.86 | 1.62 |
Fig. 2The gamification components
Fig. 4The VCLE’s concrete and abstract aspects
Fig. 3The STEAM education process step GMs and GDs
The synthesis of The STEAM-ification education process
| STEAM Education Process | Gamification | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Game Mechanics | Game Dynamics | ||||||||
| Goals | Points | Badges | Leaderboards | Levels | Rewards | Achievements | Challenges | Competition | |
| Investigate | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
| Discover | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Connect | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Create Creative Innovation | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Reflect | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Synthesis of the VCLE gamification process
| Virtual classroom Learning Environment (VCLE) | Gamification | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Game Mechanics | Game Dynamics | ||||||||
| Goals | Points | Badges | Leaderboards | Levels | Rewards | Achievements | Challenges | Competition | |
| Concrete Environment | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| Face-to-Face Classroom | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| Abstract Environment | ✓ | ✓ | ✓ | ✓ | |||||
| Online Learning Out of Class | ✓ | ✓ | ✓ | ✓ | |||||
Conceptual model appropriateness determination from the panel of experts (n=10)
| Content | S.D. | Appropriateness Level | |
|---|---|---|---|
| The STEAM-ification education learning process | 4.70 | 0.48 | Excellent |
| VCLE | 4.70 | 0.48 | Excellent |
| Digital technology to support learning | 4.80 | 0.42 | Excellent |
| Promoting creativity | 4.40 | 0.52 | Very good |
| Promoting creative innovation development | 4.70 | 0.48 | Excellent |
| Applying STEAM-ification processes in a VCLE | 4.80 | 0.42 | Excellent |
| Overall appropriateness | 4.68 | 0.47 | Excellent |
Results of multiple variance analysis to compare creativity and creative innovation of students in experimental and control groups
| variance source | Multivariate tests | Value | F | Sig. | ||
|---|---|---|---|---|---|---|
| Group | Pillai's Trace | 0.69 | 63.36** | 00 | ||
| Wilks' Lambda | 0.31 | 63.36** | 00 | |||
| Hotelling's Trace | 2.22 | 63.36** | 00 | |||
| Roy's Largest Root | 2.22 | 63.36** | 00 | |||
| Test of Between-Subjects Effects | ||||||
| Source | Dependent Variable> | SS | df | S | F | Sig. |
| Group | creativity | 188.43 | 1 | 88.43 | 128.94** | .00 |
| creative innovation | 38.37 | 1 | 8.37 | 25.39** | .00 | |
| Error | creativity | 84.76 | 58 | .46 | ||
| creative innovation | 87.63 | 58 | .51 | |||
| Total | creativity | 16862.95 | 60 | |||
| creative innovation | 11388.49 | 60 | ||||
**Sig.<.01
Fig. 5The final conceptual model of a VCLE being used for STEAM education creative thinking and innovative thinking process development