Abstract:
The purposes of this study were to develop a game-based learning model to promote innovative thinking skills in business management, to develop a lesson plan and learning packages on the game-based learning model, and to study the effects of the game-based learning model. The sample consisted of 38 fourth-year undergraduate students in the field of tourism and hospitality management in the academic year 2022 by using a purposive sampling method. The research instruments included an innovative thinking skills assessment form, an innovation design knowledge test, a learner behavior observation form, and an innovation performance evaluation form. The statistics used for data analysis included descriptive statistics and non-parametric statistics. The results of the research found that the developed model consisted of 5 components: 1) gamification environment /game-based learning activities, 2) learners, 3) teachers, 4) learning resources, and 5) lesson content. The five steps were: 1) setting challenging goals, 2) brainstorming, 3) creating work, 4) presenting work, and 5) evaluation. The researcher developed a learning package that was found to have efficiencies of 78.95/82.02, which were computed by using the KW # 2 method of efficiency validation. Promoting innovative thinking skills found that the innovative thinking skills of the learners after using the developed model were higher than before learning at a statistical significance level of .05. There was no difference in innovative thinking skills after learning between students' self-assessments and those assessed by the teacher. The knowledge of innovation design of the students after learning was higher than before learning at a significant level of .05, and the innovation performance evaluation result showed that evaluation scores were at a high level.