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http://ir-ithesis.swu.ac.th/dspace/handle/123456789/2860
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DC Field | Value | Language |
---|---|---|
dc.contributor | SHANG YUQI | en |
dc.contributor | SHANG YUQI | th |
dc.contributor.advisor | Jaemjan Sriarunrasmee | en |
dc.contributor.advisor | แจ่มจันทร์ ศรีอรุณรัศมี | th |
dc.contributor.other | Srinakharinwirot University | en |
dc.date.accessioned | 2024-07-11T03:53:52Z | - |
dc.date.available | 2024-07-11T03:53:52Z | - |
dc.date.created | 2024 | |
dc.date.issued | 24/5/2024 | |
dc.identifier.uri | http://ir-ithesis.swu.ac.th/dspace/handle/123456789/2860 | - |
dc.description.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 | en |
dc.description.abstract | - | th |
dc.language.iso | en | |
dc.publisher | Srinakharinwirot University | |
dc.rights | Srinakharinwirot University | |
dc.subject | Gamification effect | en |
dc.subject | Practice platform | en |
dc.subject | Flipped classroom instructional model | en |
dc.subject | Learning performance | en |
dc.subject | Chinese media undergraduate students | en |
dc.subject.classification | Social Sciences | en |
dc.subject.classification | Education | en |
dc.subject.classification | Education science | en |
dc.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 | en |
dc.title | การพัฒนารูปแบบการเรียนการสอนตามแนวคิดเกมมิฟิเคชันร่วมกับห้องเรียนกลับด้านเพื่อส่งเสริมประสิทธิภาพการเรียนรู้ของนักศึกษาระดับปริญญาตรีในประเทศจีน | th |
dc.type | Dissertation | en |
dc.type | ปริญญานิพนธ์ | th |
dc.contributor.coadvisor | Jaemjan Sriarunrasmee | en |
dc.contributor.coadvisor | แจ่มจันทร์ ศรีอรุณรัศมี | th |
dc.contributor.emailadvisor | jaemjan@swu.ac.th | |
dc.contributor.emailcoadvisor | jaemjan@swu.ac.th | |
dc.description.degreename | DOCTOR OF EDUCATION (Ed.D.) | en |
dc.description.degreename | การศึกษาดุษฎีบัณฑิต (กศ.ด.) | th |
dc.description.degreelevel | - | en |
dc.description.degreelevel | - | th |
dc.description.degreediscipline | Department of Education Technology | en |
dc.description.degreediscipline | ภาควิชาเทคโนโลยีทางการศึกษา | th |
Appears in Collections: | Faculty of Education |
Files in This Item:
File | Description | Size | Format | |
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gs641120010.pdf | 6.1 MB | Adobe PDF | View/Open |
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