Effects of Steamification Model in Flipped Classroom Learning Environment on Creative Thinking and Creative Innovation
| dc.contributor.author | Wannapiroon, Naphong | |
| dc.contributor.author | Petsangsri, Sirirat | |
| dc.date.accessioned | 2026-08-06T10:30:03Z | |
| dc.date.available | 2026-08-06T10:30:03Z | |
| dc.date.issued | 2020-11-01 | |
| dc.description.abstract | This 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.citation | TEM Journal, 9(4), 1647-1655, 2020 | |
| dc.identifier.doi | 10.18421/TEM94-42 | |
| dc.identifier.issn | 22178309 | |
| dc.identifier.other | 2-s2.0-85098231082 | |
| dc.identifier.uri | https://dspace.kmitl.ac.th/handle/123456789/11361 | |
| dc.source | TEM Journal | |
| dc.subject | Creative Innovation | |
| dc.subject | Creative Thinking | |
| dc.subject | Digital Leaning | |
| dc.subject | Gamification | |
| dc.subject | Steam Education | |
| dc.subject | Steamification | |
| dc.subject | Virtual Learning Ecosystem | |
| dc.title | Effects of Steamification Model in Flipped Classroom Learning Environment on Creative Thinking and Creative Innovation | |
| dc.type | Article |
