The Immersive Connectivist Learning Environment to Enhance Creative Innovation Skills for Higher Education

This research report titled creating an immersive connectivist environment to enhance creative innovation skills for higher education aims to 1. design an immersive virtual learning environment that connects knowledge to enhance creative innovation skills for higher education students. 2. evaluate the quality of the designed immersive connectivist virtual learning environment. 3. compare students’ academic achievement before and after using the immersive environment and 4. examine students’ satisfaction with the immersive learning environment. The sample group consisted of 30 experts and 33 undergraduate students from Udon Thani Rajabhat University. The findings revealed that 1. creative innovation skills in higher education can be categorized into seven main areas (analytical and problem solving skills, teamwork, storytelling and presentation, self-directed learning, creative risk-taking and experimentation, digital and technological literacy, and adaptability and flexibility). 2. The environment was rated highly appropriate by experts, with an average score of 4.43 and a standard deviation of .50. 3. A paired-sample t-test was conducted to examine the difference in students’ academic achievement before and after using the immersive learning environment. The results showed that the post-test scores (M = 41.61, SD = 2.68) were significantly higher than the pre-test scores (M = 30.85, SD = 2.48), with a t-value of 12.50 and p < .05. This statistically significant result indicates that the immersive environment had a positive effect on students’ academic performance and 4. students expressed high satisfaction with the immersive learning experience, with an average score of 4.38 and a standard deviation of .49.

Authors

Publication Details

Journal
Journal of Education and Learning
Published
2025-09-28
DOI
https://doi.org/10.5539/jel.v15n1p193
Primary Topic
Creativity in Education and Neuroscience
Type
article
Field-Weighted Citation Impact
0.00

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article

The Immersive Connectivist Learning Environment to Enhance Creative Innovation Skills for Higher Education

Rukthin Laoha, Sutthikarn Bojukrapan
Journal of Education and Learning
Creativity in Education and Neuroscience
article

The Immersive Connectivist Learning Environment to Enhance Creative Innovation Skills for Higher Education

Rukthin Laoha, Sutthikarn Bojukrapan
article en

Abstract

This research report titled creating an immersive connectivist environment to enhance creative innovation skills for higher education aims to 1. design an immersive virtual learning environment that connects knowledge to enhance creative innovation skills for higher education students. 2. evaluate the quality of the designed immersive connectivist virtual learning environment. 3. compare students’ academic achievement before and after using the immersive environment and 4. examine students’ satisfaction with the immersive learning environment. The sample group consisted of 30 experts and 33 undergraduate students from Udon Thani Rajabhat University. The findings revealed that 1. creative innovation skills in higher education can be categorized into seven main areas (analytical and problem solving skills, teamwork, storytelling and presentation, self-directed learning, creative risk-taking and experimentation, digital and technological literacy, and adaptability and flexibility). 2. The environment was rated highly appropriate by experts, with an average score of 4.43 and a standard deviation of .50. 3. A paired-sample t-test was conducted to examine the difference in students’ academic achievement before and after using the immersive learning environment. The results showed that the post-test scores (M = 41.61, SD = 2.68) were significantly higher than the pre-test scores (M = 30.85, SD = 2.48), with a t-value of 12.50 and p < .05. This statistically significant result indicates that the immersive environment had a positive effect on students’ academic performance and 4. students expressed high satisfaction with the immersive learning experience, with an average score of 4.38 and a standard deviation of .49.

Journal of Education and LearningVol. 15(1)
Rajabhat Maha Sarakham University
Openalex Percentile: Top 72%
Creativity in Education and Neuroscience
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The Immersive Connectivist Learning Environment to Enhance Creative Innovation Skills for Higher Education — Rukthin Laoha, Sutthikarn Bojukrapan · Journal of Education and Learning (2025) | TGRS Research Map | TGRS