The development of a gamified design thinking ecosystem on virtual STEAM to foster the development of innovators among undergraduate students

Main Article Content

Kitsadaporn Jantakun
Thiti Jantakun

Abstract

The objectives of this research were to 1) develop a virtual STEAM-based gamification ecosystem grounded in design thinking to promote innovation among undergraduate students;
2) evaluate the creative innovation products of students engaged in learning through the ecosystem; and 3) assess the innovation skills of students who learned through the system. The participants were divided into two groups using a cluster random sampling method: an experimental group that utilized the virtual design thinking ecosystem and a control group that employed traditional learning methods. Data were analyzed using mean and standard deviation. The findings indicated that the experimental group demonstrated significantly higher innovation capabilities compared to the control group. Their innovative work was rated at a very high level, with a mean score (equation) of 4.50 and a standard deviation (S.D.) of 0.4.The evaluation of innovation skills among students who learned through the virtual STEAM-based gamification ecosystem showed that their overall innovation skill level was high, with a mean score (equation) of 2.70 and a standard deviation (S.D.) of 0.44. Furthermore, the assessment of students’ innovator attributes also indicated a high level, with a mean score (equation) of 2.57 and a standard deviation (S.D.) of 0.47. These results suggest that the implementation of the virtual STEAM-based gamification ecosystem effectively fosters innovation, creativity, and essential competencies necessary for becoming successful innovators.

Article Details

Section
Articles
Author Biographies

Kitsadaporn Jantakun

Major in Computer Education, Faculty of Education and Human Development, Roi Et Rajabhat University

Thiti Jantakun

Major in Computer Education, Faculty of Education and Human Development, Roi Et Rajabhat University

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