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.

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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

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article

A STEAM Learning Ecosystem on Gamification System to Promote Innovators

Thada Jantakoon, Kitsadaporn Jantakun, Thiti Jantakun
1 citations
Higher Education Studies
Educational Games and Gamification
0.79
article

A STEAM Learning Ecosystem on Gamification System to Promote Innovators

Thada Jantakoon, Kitsadaporn Jantakun, Thiti Jantakun
article en
1 citations

Abstract

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.

Higher Education StudiesVol. 15(1)
Roi et Rajabhat University (TH), Rajabhat Maha Sarakham University (TH)
Rajabhat Maha Sarakham University, Thailand Science Research and Innovation
Openalex Percentile: Top 22%
Educational Games and Gamification
0.79
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A STEAM Learning Ecosystem on Gamification System to Promote Innovators — Thada Jantakoon, Kitsadaporn Jantakun, et al. · Higher Education Studies (2024) | TGRS Research Map | TGRS