Information from the abstract
The objectives of this research include: 1) To develop the Imagineering Gamification Model on an Intelligent Learning Experience Management Platform for enhancing innovation problem solving abilities, 2) To develop the Intelligent Learning Experience Management Platform, and 3) To evaluate the innovation problem solving abilities of undergraduate students who learned through the proposed model and platform. The study was implemented with bachelor’s degree students from computer-related departments selected using a simple random sampling method. The results of the research showed that the Imagineering Gamification Model on an Intelligent Learning Experience Management Platform for enhancing innovation problem solving abilities was evaluated by experts in terms of appropriateness at the highest level; the Intelligent Learning Experience Management Platform was evaluated by experts in terms of appropriateness at the highest level; and the innovation problem solving abilities of undergraduate students who learned from the proposed model and platform improved after participating in learning activities.
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Related topics: Educational Games and Gamification · Technology-Enhanced Education Studies · Educational Technology and E-Learning
Thai researcher and institutional participation
Phimphan Thipphayasaeng · Sant Phanichsiti · Panita Wannapiroon · Prachyanun Nilsook · Nipone Sookpreedee · Phetchabun Rajabhat University · King Mongkut's University of Technology North Bangkok · Sukhothai Thammathirat Open University
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