Gamification-Based Engineering Design Process Instructional Model to Enhance Digital Innovation Creativity Skills for Upper Secondary School Students


  •  Rukthin Laoha    
  •  Meka Deesongkram    
  •  Narudon Rudto    

Abstract

This study aims to develop and evaluate a gamification-based engineering design process (G-EDC) instructional model to enhance digital innovation creativity skills. The model integrates engineering design process stages with gamification techniques to create an engaging and problem-based learning environment. It emphasizes three key roles: Director (teacher), Disciple (student), and Debrief (reflection and refinement), along with eight stages of the engineering design process and core elements of gamification such as goals, points, rewards, and social interaction. The model was assessed by seven experts, including specialists in learning model development, educational evaluation, and gamification technology. The evaluation employed a 5-point Likert scale across six key components of the model. The results demonstrated a high level of appropriateness, with an overall average score of 4.73 (S.D. = 0.44). Specific strengths include the promotion of problem-solving and critical thinking (= 4.85), integration of digital tools (= 4.80), and alignment with learning objectives (= 4.80). These findings indicate statistically significant support for the model’s effectiveness in enhancing digital innovation creativity skills. The G-EDC model shows strong potential for flexible application across various educational contexts and contributes meaningfully to the development of 21st-century competencies.



This work is licensed under a Creative Commons Attribution 4.0 License.
  • ISSN(Print): 1927-5250
  • ISSN(Online): 1927-5269
  • Started: 2012
  • Frequency: bimonthly

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