Learning Management STEAM Model on Massive Open Online Courses Using Augmented Reality to Enhance Creativity and Innovation


  •  Nawarat Wittayakhom    
  •  Pallop Piriyasurawong    

Abstract

The purposes of this study were: 1) design Learning Management STEAM Model on Massive Open Online Courses Using Augmented Reality to enhance Creativity and Innovation, 2) suitability assessment of a Learning Management STEAM Model on Massive Open Online Courses Using Augmented Reality to enhance Creativity and Innovation. The research methodology was composed of two parts: the first part involved theories and research papers relating to massive open online courses, augmented reality, elements synthesis, and the design of a Learning Management STEAM Model on Massive Open Online Courses Using Augmented Reality to enhance Creativity and Innovation; the second part involved suitability assessment of this approach. Data were analyzed by using the statistic of the mathematic mean (x̄) and standard deviation (S.D.). The overall result with regard to the suitability of a Learning Management STEAM Model on Massive Open Online Courses Using Augmented Reality to enhance Creativity and Innovation by seven experts was assessed at a very high level, which can be applied to real situations.



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