Information from the abstract
Creativity is regarded as the core competitiveness that distinguishes humans from machines especially in leisure and tourism. Both design AR game and project-based learning have been proven to enhance creativity, but no existing literature has examined their combined effect on creativity improvement. This study aims to assess the effectiveness of a project-based learning with augmented reality game design model for enhancing students’ creative abilities in higher education. A quasi-experimental research design was used, using AR development platform with an experimental group and a control group. 78 students were in the third year of university. The instructional activities are conducted in authentic scenic areas and consist of four stages: define, design, development, and disseminate. This study provides practical specifications for integrate AR game design in PjBL that improve creativity. This study is of great value to academics and developers in developing instructional activities that promote high-level skills. The results indicated that the experimental group showed significant improvements with student creativity in elaboration & transformativeness and originality, but fluency. Product creativity improved significantly in novelty originality and logical coherence compared to the control group. The results of this study demonstrate the role of designing AR games in enhancing students ‘creativity, which can cultivate innovative skills required for adapting to the transformation of the tourism industry.
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Related topics: Educational Games and Gamification · Hospitality and Tourism Education · Management and Marketing Education
Thai researcher and institutional participation
Huaxian Shi · Kanyarat Sriwisathiyakun · Sirirat Petsangsri · King Mongkut's Institute of Technology Ladkrabang
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