|
Publication
|
Research Title |
The Design of Inquiry Based Online Classroom with Gamification Using Classcraft to Enhance Science Learning Motivation |
Date of Distribution |
18 September 2023 |
Conference |
Title of the Conference |
The 16th International Conference on Educational Research Conference Proceedings & Abstracts |
Organiser |
Faculty of Education, Khon Kaen University |
Conference Place |
Faculty of Education, Khon Kaen University |
Province/State |
ขอนแก่น |
Conference Date |
16 September 2023 |
To |
17 September 2023 |
Proceeding Paper |
Volume |
16 |
Issue |
1 |
Page |
154-163 |
Editors/edition/publisher |
Pornsawan Wongtatum |
Abstract |
The purpose of this research was to design an online classroom integrated with gamification using the Classcraft approach to enhance motivation for learning science. The research methodology employed a developmental research approach consisting of three processes: 1) Design process, 2) Development process, and 3) Evaluation process. The development research (Process 1) was employed in this study. The target group for this research includes 10 experts in four domains: content, media and innovation, design, and assessment and evaluation.
The findings of the research indicate that the online classroom with Classcraft by applied the 5-step inquiry-based learning process: 1) Engagement: Story and Quests, 2) Exploration: Story, Quests, and Task, 3) Explanation: Quests, Task, and Feedback, 4) Elaboration: Task, and 5) Evaluation: Class Dashboard and Discussion and incorporating gamification, consists of six components: Story, Quests, Task, Feedback, Class Dashboard, and Discussion, in conjunction with a 5-step inquiry-based learning process: 1) Engagement, 2) Exploration, 3) Explanation, 4) Elaboration, and 5) Evaluation. The gamification concept includes elements such as rules, rewards, points, time, levels, and leaderboards, combined with a reflective approach. The evaluation of the effectiveness of the online classroom revealed that expert opinions regarding the integration of an inquiry-based online classroom with gamification were highly positive (Mean = 4.48, S.D. = 0.53). |
Author |
|
Peer Review Status |
มีผู้ประเมินอิสระ |
Level of Conference |
นานาชาติ |
Type of Proceeding |
Full paper |
Type of Presentation |
Oral |
Part of thesis |
true |
Presentation awarding |
false |
Attach file |
|
Citation |
0
|
|
|
|
|
|
|