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IJIET 2020 Vol.10(7): 533-539 ISSN: 2010-3689
doi: 10.18178/ijiet.2020.10.7.1420

Digital Learning Ecosystem Involving STEAM Gamification for a Vocational Innovator

J. Kummanee, P. Nilsook, and P. Wannapiroon

Abstract—The purposes of this research were 1) to synthesize the conceptual framework of a digital learning ecosystem involving STEAM gamification to develop a vocational innovator, 2) to design and develop the model of a digital learning ecosystem involving STEAM gamification to develop a vocational innovator and 3) to evaluate the model of a digital learning ecosystem involving STEAM gamification to develop a vocational innovator. Seven experts were from purposive sampling which included two experts in STEAM Education, two experts in Creative Innovation Skills and three experts in Curriculum and Teaching. The research tools were the digital learning ecosystem involving STEAM gamification to develop a vocational innovator from the developed model. The results of the research shown that the digital learning ecosystem had three elements in the form of a digital learning ecosystem, a STEAM Education Approach, and gamification elements. The digital learning ecosystem included: 1) Biotic Components: (i) Teachers and Educational Personnel (ii) Students, Friends and Parents/Guardians, 2) Abiotic Components: (i) Hardware ii) Software (iii) Network (iv) Database and (v) Pedagogical Theories. The five steps of the STEAM education approach were: 1) Defining problems 2) Designing tools to solve problems from Mathematics and Technology 3) Producing instruments to solve problems 4) Testing, evaluating and improving the solutions of problems and 5) Presenting students’ work or solutions to problems. The five gamification elements were: 1) Goals 2) Rules 3) Reinforcement: Rewards, Points, Achievements, Challenges, Trophies, Badges, Virtual Goods and Spaces, Levels, Leader boards 4) Times and 5) Feedback. The evaluation of the digital learning ecosystem involving STEAM gamification to develop a vocational innovator was deemed to be very much at an appropriate level.

Index Terms—STEAM education, gamification, digital learning ecosystem, innovator, innovative skills, vocational innovator.

J. Kummanee, P. Nilsook, and P. Wannapiroon are with the King Mongkut’s University of Technology North Bangkok [KMUTNB], Thailand (e-mail: jb.kummanee@gmail.com, prachyanunn@kmutnb.ac.th, panitaw@kmutnb.ac.th).

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Cite:J. Kummanee, P. Nilsook, and P. Wannapiroon, "Digital Learning Ecosystem Involving STEAM Gamification for a Vocational Innovator," International Journal of Information and Education Technology vol. 10, no. 7, pp. 533-539, 2020.

Copyright © 2020 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Jon-Chao Hong
  • Managing Editor: Ms. Nancy Y. Liu
  • E-mail: editor@ijiet.org
  • Abstracting/ Indexing: Scopus (CiteScore 2023: 2.8), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Google Scholar
  • Article Processing Charge: 800 USD

 

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