使用游戏化的项目学习模式提升21世纪泰国学习者

Pinanta Chatwattana, Chotika Wanglang
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引用次数: 2

摘要

本研究旨在建构基于游戏化的专案学习模式,透过专案化学习过程的六个步骤与基于游戏化的教学活动,为建构基于游戏化的专案学习系统提供指导;因此,用户可以通过社交网络相互交流和交流知识,鼓励他们具有创造性思维能力,这是21世纪学习者所需要的。本研究的目标是:(1)研究和综合利用游戏化技术提升21世纪学习者的项目学习模式的概念框架;(2)开发利用游戏化技术提升21世纪学习者的项目学习模式;(3)研究利用游戏化技术提升21世纪学习者的项目学习模式的效果。本研究的参与者包括来自不同机构的7位专家,他们都是专门从事教学模型和教学系统的设计和开发。研究工具包括:(1)利用游戏化提升21世纪学习者的项目学习模式;(2)利用游戏化提升21世纪学习者的项目学习模式适用性评估表。研究结果与研究者的预期一致,发现:(1)利用游戏化发展21世纪学习者(整体要素)的项目学习模式的总体适宜性处于非常高的水平;(2)利用游戏化发展21世纪学习者的项目学习模式的总体适宜性处于非常高的水平。
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The Project-Based Learning Model Using Gamification to Enhance 21st Century Learners in Thailand
This research are develop the project-based learning model using gamification which can be used as a guideline to develop the project-based learning system using gamification to enhance 21st century learners through the six steps of project-based learning process and instruction activities using gamification; thereby, users can interact and exchange knowledge with one another through the social network, encouraging them to have creative thinking skills, which is needed for 21st century learners. The objectives of this research are (1) to study and synthesise the conceptual framework of the project-based learning model using gamification to enhance 21st century learners, (2) to develop the project-based learning model using gamification to enhance 21st century learners, and (3) to study the results after using the project-based learning model using gamification to enhance 21st century learners. The participants in this research include seven experts from various institutions, all of whom are specialised in design and development of instruction models and instruction systems. The research tools consist of (1) the project-based learning model using gamification to enhance 21st century learners, and (2) the evaluation form on the suitability of the project-based learning model using gamification to enhance 21st century learners. According to the results, which are in line with the expectation of the researchers, it is found that (1) the overall suitability of the development of the project-based learning model using gamification to enhance 21st century learners (overall elements) is at a very high level, and (2) the overall suitability of the development of the project-based learning model using gamification to enhance 21st century learners is at a very high level.
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