Abstract

Work in the 21st century places an emphasis on the analytical and problem-solving skills of employees as well as on new adaptability knowledge. Education nowadays needs workers to help develop the skill sets that are necessary for both working and living. This research used synthesis and evaluated formats that would be suitable to the learning model. The problematic base skills together with the gamification concept for strengthening problem-solving skills were utilized with high-level vocational students. The researchers found that the style of learning gained by synthesis emphasizes students’ problem-solving in various situations, stimulating and motivating them by using gamification. It involved learning and solving problems using seven steps in the teaching process including: 1) Problem, 2) Analysis, 3) Discovery, 4) Experiment, 5) Presentation, 6) Quest, and 7) Competition. The researchers also concluded that the evaluation of the suitability of the learning model by nine experts with a focus group process was found to be most appropriate. In addition, it identified learning styles that can be applied to teaching and learning appropriately.

Highlights

  • Education is an important tool for developing the quality of a country’s citizens

  • Gamification concept is applied in each step of the problem-based learning to provide learners with more fun, satisfaction, and challenges in doing various activities to create strength

  • This research consists of two steps which are synthesis and evaluation of the suitability of managing problem-based learning in conjunction with the gamification concept to enhance problem-solving skills

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Summary

Introduction

Education is an important tool for developing the quality of a country’s citizens. The reason is that citizens are the cornerstone of a country’s development in various aspects from the advancement of science and technology to information technology. Educational management needs to be transformed to develop citizens to think, analyze, synthesize, and apply This is consistent with the Thai national policy and direction of the 21st century learner, who should be encouraged to face increasingly complex problems [3]. The purpose was to strengthen problem-solving skills among vocational students, including critical thinking, analysis, and making decisions It helps the development of the self-learning skill, which is a lifelong learning skill that is important in the 21st century for workers who are in demand among the entrepreneurs in the labor market. The objective of this research is to synthesize a problem-based learning model in conjunction with the gamification concept to enhance high-level vocational students’ problems-solving skills and evaluate the suitability of the synthetic form of the mixed learning model

Definition of problem-based learning
Definition of gamification in learning
Problem-based Learning with the gamification concept
Problem-solving skills
Methodology
Research Finding
Analysis of the problem
Discovery
Experiment
Presentation and evaluation of work
Knowledge x
Objective x
4.78 Very Good
Findings
Summary
Full Text
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