Please use this identifier to cite or link to this item: http://ir-ithesis.swu.ac.th/dspace/handle/123456789/2860
Title: THE DEVELOPMENT OF AN INSTRUCTIONAL MODEL COMBINING THE  FLIPPED CLASSROOM WITH GAMIFIED LEARNING ON DIGITAL  PLATFORMS TO IMPROVE THE LEARNING PERFORMANCE OF UNDERGRADUATE MEDIA STUDENTS IN CHINA
การพัฒนารูปแบบการเรียนการสอนตามแนวคิดเกมมิฟิเคชันร่วมกับห้องเรียนกลับด้านเพื่อส่งเสริมประสิทธิภาพการเรียนรู้ของนักศึกษาระดับปริญญาตรีในประเทศจีน
Authors: SHANG YUQI
SHANG YUQI
Jaemjan Sriarunrasmee
แจ่มจันทร์ ศรีอรุณรัศมี
Srinakharinwirot University
Jaemjan Sriarunrasmee
แจ่มจันทร์ ศรีอรุณรัศมี
jaemjan@swu.ac.th
jaemjan@swu.ac.th
Keywords: Gamification effect
Practice platform
Flipped classroom instructional model
Learning performance
Chinese media undergraduate students
Issue Date:  24
Publisher: Srinakharinwirot University
Abstract: The purposes of this study are as follows: (1) to develop an instructional model with a flipped classroom by using a practice platform with gamification effects to enhance the learning performance of undergraduate media students in China; (2) to study the effectiveness of using instructional model with a flipped classroom by using a practice platform with gamification effects for improving the learning performance and  the learning process of Chinese undergraduate media students. This study focused on 39 third-year undergraduate students majoring in media, drama, film and television, who were willing to participate in the study. A simple random sampling method was used to specifically select students who registered for the film and television scores course in the second semester of 2023 academic year. The research instruments were an instructional model with a  flipped classroom by using a practice platform with gamification effects, a lesson plan and student learning performance test. The statistics used in this study to collect and analyze data from the questionnaire, including means, SD and a t-test. The research results found four components in the instructional model: (1) platform; (2) learning environment; (3) evaluation; (4) learning resources; and three learning processes: (1) before class; (2) during class; and (3) after class. The effectiveness of using instructional model with a flipped classroom and using a practice platform with gamification effects for improving the learning performance and learning process of Chinese undergraduate media students was higher than before the experiment at a statistically significant level (*p
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URI: http://ir-ithesis.swu.ac.th/dspace/handle/123456789/2860
Appears in Collections:Faculty of Education

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