The Impact Of Gamification On Creative And Innovative Skills Of Graduate Students
The Impact Of Gamification On Creative And Innovative Skills Of Graduate Students
Sawanan Dangprasert
Abstract
"This study aimed to evaluate the effectiveness of a gamification design in enhancing creative and innovative thinking skills among graduate students. Five objectives were pursued: (1) to identify the factors of gamification that contribute to enhancing these skills, (2) to design learning outcomes for the gamification, (3) to develop the gamification for enhancing these skills, (4) to compare the pre-implementation and postimplementation results of graduate students' creative and innovative thinking skills, and (5) to investigate the correlations between these skills. The gamification design consisted of five elements: Exercise, Achievements, Reward Systems, Community Synchronization, and Result Transparency. Results of a factor analysis revealed that key factors that had an impact on creative and innovative thinking were Problem Solving, Exploration, Risk-Taking, Brainstorming, Open-Ended Play, Diverse Perspectives, and Novelty, with a cumulative explanation of variance of 86.80%.Comparing the pre-implementation and postimplementation results of the graduate students showed a significant improvement (p < 0.01) in both their creative and innovative thinking skills. Correlations between the students' creative and innovative thinking skills were mostly significant (p < 0.01), indicating that the gamification design had a direct positive impact on their creative and innovative thinking abilities. In conclusion, this study provides evidence that a gamification design can enhance graduate students' creative and innovative thinking skills, and highlights key factors that contribute to this enhancement. These findings have implications for the design of effective gamification interventions in educational settings.
Reference
Dangprasert, S.(2023). The impact of gamification on creative and innovative skills of graduate students. Journal of Theoretical and Applied Information Technology, 101(8), 3077-3087. https://www.jatit.org/volumes/Vol101No8/16Vol101No8.pdf
Keywords
Gamification, Creative Thinking Skill, Innovative Thinking Skill