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Development of fairy tales electronic book design model using digital storytelling in gamification environment to enhance creative thinking and happiness in learning

Published: 10 January 2019 Publication History

Abstract

The objectives of this research were 1) to investigate the state and needs of the fairy tales electronics book design and 2) to develop the design model of fairy tales electronics book. This research was the quantitative research which used the data collection instrument as 1) questionnaire in order to analyze the data by using the mean (x̄) and percentage 2) interview and 3) evaluated forms by using the mean (x̄) and standard deviation (SD). The size of sample group was specified by the formula of Cochran (1996). The sample group which was measured through the questionnaire was the primary school teachers for 432 people and upper primary students for 612 people which affiliated with the Office of the Basic Education Commission of 4 regions in Thailand. The sample group which was measured by interview method consisted of the upper primary students for 10 people and experts for 7 people. Lastly, the sample group which was measured by the evaluation forms was 5 experts. The research result presented that the state and needs of mostly teacher and student was the ability of using the website device such as Social Media Search Engine Documentation Presentation Online. Most people had available computer and smartphone which were able to access the internet and necessary with doing the learning activities through the modern devices on website to reach the various sources of knowledge, increased the attention of learning, and applied the design model of fairy tales electronic book by the digital storytelling under the Gamification Environment to encourage the creation and happiness of learning. The summary from the expert found that the learning models consisted of 5 components; 1) Digital Storytelling, 2) Gamification Environment, 3) Role of Learners and Teachers, 4) The Learning Resources and 5) Measurement and Evaluation which contained with 6 processes (PENCIL Model) as 1) Planning a Story Map and Brainstorming, 2) Exploring Resources and Making Storyboard, 3) Narrative Storytelling, 4) Checking the Story and Reflecting, 5) Interactive Social Media Posting, and 6) Learning Evaluation. The PENCIL Model Certification Model Assessment was the most appropriate position which was able to use as the trial.

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  • (2024)Aprendizagem gamificada no ensino fundamental e médio: uma revisão sistemática da literaturaCaderno Pedagógico10.54033/cadpedv21n4-19121:4(e4027)Online publication date: 30-Apr-2024
  • (2024)Factors Affecting the Happiness of Learners in Higher Education: Attitude, Grade Point Average, and Time ManagementSustainability10.3390/su1618821416:18(8214)Online publication date: 21-Sep-2024

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    cover image ACM Other conferences
    IC4E '19: Proceedings of the 10th International Conference on E-Education, E-Business, E-Management and E-Learning
    January 2019
    469 pages
    ISBN:9781450366021
    DOI:10.1145/3306500
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 10 January 2019

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    Author Tags

    1. creative thinking
    2. digital storytelling
    3. electronic book
    4. fairy tales
    5. gamification
    6. happiness in learning

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    • (2024)Aprendizagem gamificada no ensino fundamental e médio: uma revisão sistemática da literaturaCaderno Pedagógico10.54033/cadpedv21n4-19121:4(e4027)Online publication date: 30-Apr-2024
    • (2024)Factors Affecting the Happiness of Learners in Higher Education: Attitude, Grade Point Average, and Time ManagementSustainability10.3390/su1618821416:18(8214)Online publication date: 21-Sep-2024

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