A STEAM Learning Ecosystem on Gamification System to Promote Innovators
This study aimed to synthesize and evaluate a STEAM Learning Ecosystem on Gamification System to Promote Innovators. The research was conducted in three phases: (1) synthesis, (2) development of the learning ecosystem, and (3) expert evaluation. The resulting ecosystem comprises three main elements: (1) STEAM Learning Ecosystem (Instructor, Learner, Investigate, Discover, Create, and Reflect), (2) Gamification Process (Goals, Rules, Reinforcement, Time Feedback, Competition/Cooperation, and Feedback), and (3) Innovation Skills (Creativity, Imagination, Inventiveness, Idea Generation, Novel Approaches and Problem-Solving). Nine experts evaluated the ecosystem's suitability using a questionnaire. The results showed the highest level of suitability (mean±SD=4.60±0.49) across five aspects: objectives, design principles, elements, learning process, and ease of understanding. This research contributes to STEAM education by providing a comprehensive framework integrating gamification strategies to foster innovation skills. The proposed ecosystem offers a structured approach for educators to design engaging and effective STEAM learning experiences that promote innovative thinking. Further research could explore this ecosystem's practical implementation and impact in various educational settings.
Authors
- Thada Jantakoon (ORCID: https://orcid.org/0000-0001-5935-5875)
- Kitsadaporn Jantakun (ORCID: https://orcid.org/0009-0004-0856-6524)
- Thiti Jantakun (ORCID: https://orcid.org/0009-0007-4250-7589)
Institutions
- Roi et Rajabhat University (TH)
- Rajabhat Maha Sarakham University (TH)
Publication Details
- Journal
- Higher Education Studies
- Published
- 2024-12-01
- DOI
- https://doi.org/10.5539/hes.v15n1p53
- Citations
- 1
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.79
Funders
- Rajabhat Maha Sarakham University
- Thailand Science Research and Innovation