DEVELOPMENT OF A LEARNING ACTIVITY PACKAGE USING GAMIFICATION STRATEGIES AND ONLINE COLLABORATIVE GRAPHIC ORGANIZERS BASED ON PROJECT-BASED LEARNING TO ENHANCE CREATIVE PROBLEM SOLVING ABILITY IN BUSINESS AND ETHICS OF UNDERGRADUATE STUDENTS IN BUSINESS ADMINISTRATION PROGRAM
Abstract:
The purposes of this research were to 1) study opinions of instructors and experts, 2) develop and examine the implementation of a learning activity package, and 3) propose the learning activity package using gamification strategies and online collaborative graphic organizers based on project-based learning to enhance creative problem solving ability in business and ethics of business administration program. The samples were 61 students; 27 students in the experimental group and 34 students in the control group. The research instrument was a creative problem solving in business and ethics ability test. Data were statistically analyzed by frequency, mean, standard deviation, t test, and ANCOVA. The research results were as follows: 1. The Business teachers and experts opinion could be summarized that using/giving examples from challenging situations helps learners develop their critical thinking and expressing their opinions independently. Moreover, the activities in the online system should be joyful and use gamification to create with feedback and meaningful rewards. 2. There was significantly difference at .05 levels between the experimental group and the control group on creative problem solving in business and ethics ability scores. 3. The learning activity package using gamification strategies and online collaborative graphic organizers based on project-based learning consisted of five components: 1) learning management system, 2) online collaborative graphic organizers 3) gamification (rule, challenge, collaborative, digital badge, feedback, and time) and 4) situations and 5) evaluation. There were 3 learning steps: 1) explore situation 2) analyze and solve problems (discover and identify problems, find a verities of solution, choose the most appropriate and possible solving approach, and plan problem solving procedures orderly) and 3) The summary and evaluation. The mean of learning activity package validation result by experts was 4.33 (at a very good level). The standard deviation was 0.46.