Please use this identifier to cite or link to this item: http://ir-ithesis.swu.ac.th/dspace/handle/123456789/2860
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dc.contributorSHANG YUQIen
dc.contributorSHANG YUQIth
dc.contributor.advisorJaemjan Sriarunrasmeeen
dc.contributor.advisorแจ่มจันทร์ ศรีอรุณรัศมีth
dc.contributor.otherSrinakharinwirot Universityen
dc.date.accessioned2024-07-11T03:53:52Z-
dc.date.available2024-07-11T03:53:52Z-
dc.date.created2024
dc.date.issued24/5/2024
dc.identifier.urihttp://ir-ithesis.swu.ac.th/dspace/handle/123456789/2860-
dc.description.abstractThe 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 (*pen
dc.description.abstract-th
dc.language.isoen
dc.publisherSrinakharinwirot University
dc.rightsSrinakharinwirot University
dc.subjectGamification effecten
dc.subjectPractice platformen
dc.subjectFlipped classroom instructional modelen
dc.subjectLearning performanceen
dc.subjectChinese media undergraduate studentsen
dc.subject.classificationSocial Sciencesen
dc.subject.classificationEducationen
dc.subject.classificationEducation scienceen
dc.titleTHE 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 CHINAen
dc.titleการพัฒนารูปแบบการเรียนการสอนตามแนวคิดเกมมิฟิเคชันร่วมกับห้องเรียนกลับด้านเพื่อส่งเสริมประสิทธิภาพการเรียนรู้ของนักศึกษาระดับปริญญาตรีในประเทศจีนth
dc.typeDissertationen
dc.typeปริญญานิพนธ์th
dc.contributor.coadvisorJaemjan Sriarunrasmeeen
dc.contributor.coadvisorแจ่มจันทร์ ศรีอรุณรัศมีth
dc.contributor.emailadvisorjaemjan@swu.ac.th
dc.contributor.emailcoadvisorjaemjan@swu.ac.th
dc.description.degreenameDOCTOR OF EDUCATION (Ed.D.)en
dc.description.degreenameการศึกษาดุษฎีบัณฑิต (กศ.ด.)th
dc.description.degreelevel-en
dc.description.degreelevel-th
dc.description.degreedisciplineDepartment of Education Technologyen
dc.description.degreedisciplineภาควิชาเทคโนโลยีทางการศึกษาth
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