Effects of Steamification Model in Flipped Classroom Learning Environment on Creative Thinking and Creative Innovation

dc.contributor.authorWannapiroon, Naphong
dc.contributor.authorPetsangsri, Sirirat
dc.date.accessioned2026-08-06T10:30:03Z
dc.date.available2026-08-06T10:30:03Z
dc.date.issued2020-11-01
dc.description.abstractThis paper is a report on the findings from the research and development of STEAMification model in flipped classroom learning environment to enhance creative thinking and creative innovation. The purposes of this study are: 1) to develop the model; 2) to study the developed model. Results exhibited that: 1) the model consists of 6 components, 2) the students who had studied through STEAMification had higher creativity (Mean = 14.53, S.D. = 0.94) than the students who studied through normal model (Mean = 12.90, S.D. = 1.91), 3) the students who had studied through model had higher quality of creative innovation (Mean = 14.86, S.D. = 1.62) than the students who studied through normal model (Mean = 12.90, S.D. = 1.91).
dc.identifier.citationTEM Journal, 9(4), 1647-1655, 2020
dc.identifier.doi10.18421/TEM94-42
dc.identifier.issn22178309
dc.identifier.other2-s2.0-85098231082
dc.identifier.urihttps://dspace.kmitl.ac.th/handle/123456789/11361
dc.sourceTEM Journal
dc.subjectCreative Innovation
dc.subjectCreative Thinking
dc.subjectDigital Leaning
dc.subjectGamification
dc.subjectSteam Education
dc.subjectSteamification
dc.subjectVirtual Learning Ecosystem
dc.titleEffects of Steamification Model in Flipped Classroom Learning Environment on Creative Thinking and Creative Innovation
dc.typeArticle

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