Creative Thinking of Learners with Metaverse for Education Through Constructivist Based-Learning to Promote Creative Thinking for Grade 4 Students

Main Article Content

Sudjai Srijamorn
Sriprapai Pheanork
Jeeranun Kaennakum

Abstract

            Introduction: Metaverse learning environment was a learning management design which was combined between Metaverse and methos. This learning design was based on Constructivism theory. Empower learners to create their own knowledge and promote the creativity needed for success in the digital age. This research aimed to study  students’ creative thinking who learn with constructivist learning innovation lesson to support their creative thinking in social studies Methods: This research aimed to investigate the effectiveness of Metaverse-based learning environment through constructivist approach in promoting creative thinking. The target group was 44 students from grade 4 at Khon Kaen University Demonstration Elementary School (Modindang), the second semester of the 2023 academic year. This research was a pre-experimental design, single group with post-test (One-short case study). Results:


Students’ creative thinking in social studies: The results revealed that 95.45%of students demonstrated an overall average creative thinking score of 91.76%, which exceeded the predetermined criterion of 70% of students achieving at least 70% of the total score. protocol analysis, indicating students demonstrated various aspects of creative thinking, including: 1) Fluency, 2) Flexibility, 3) Originality, 4) Elaboration

Article Details

Section
บทความวิจัย (Research Article)

References

Best, J. W., J. V. (1993). Research in education (3rd ed.). Englewood Cliffs, New Jersey:

Prentice-Hall.

Chaicharoen, N., Chaicharoen, S., & Jakkapeng, S. (2023). The development of a network-

based constructivist learning environment model to enhance information processing

and reduce cognitive load of English vocabulary about illnesses for Grade 5 students

through the integration of pedagogy and neuroscience. Journal of Education

Graduate Studies Research, Khon Kaen University, 16(1), 54–69. [in Thai]

Chaicharoen, S. (2011). Educational technology: Principles, theories, and practices (2nd ed.).

Khon Kaen: Klangnana Wittaya Publishing. [in Thai]

Cheilsi Sharma, Basant Agarwai, Lunchakorn Wuttisittikulkij, Daksh Joshi, Akshat Bhatnagar, &

Sushank Chaudhary. (2024). Interactive Learning Through the Metaverse and its Impact on Primary Education. 2024 21st International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON), Khon Kaen, Thailand, 2024, pp. 1-8, doi: 10.1109/ECTI- ON60892.2024.10595008

Guilford, J.P. (1967). The Nature of Human Intelligence. New York: McGraw-Hill.

Hengsadikul, C. (2023). Creativity: Inborn or developable? Phetchaburi Rajabhat University

Academic Journal, 13(2), 122–130. [in Thai]

Institute for the Promotion of Teaching Science and Technology. (2024, July 17). PISA 2022

creative thinking assessment results. https://pisathailand.ipst.ac.th/ [in Thai]

Kanyarat Kojorn. (2020). A study of the current situation and problems of higher-order

thinking skills of students at Wat Jam Aroem School. Journal of Educational

Measurement, Mahasarakham University, 26(1), 67-84. [in Thai]

Klausmeier, H j. (1985). Education Psychology. (5yhed). New York: Harper & Row.

Komnee, K., & Chaiyacharoen, S. (2023). The design and development of a constructivist-based

learning environment model to enhance creative thinking and scientific creative

expression. Journal of Education, Khon Kaen University (EDKKUJ), 46(2), 88–107. [in Thai]

Muthmainnah, Al Yakin, A. & Ibna Seraj, P.M. (2023). Impact of metaverse technology on

student engagement and academic performance: The mediating role of learning

motivation. International Journal of Computations, Information and Manufacturing

(IJCIM), 3(1), pp. 10–18. doi:10.54489/ijcim.v3i1.234

Napaphong, W., & Inrak, P. (2023). The development of a new learning environment on

cloud computing based on constructivist theory to enhance learning achievement of Grade 4 students in computational science [Master’s thesis, Prince of Songkla University]. PSU Knowledge Bank. http://kb.psu.ac.th/psukb/handle/2016/19330 [in Thai]

National Innovation Agency (NIA). (2024). Annual report 2024. Ministry of Higher Education,

Science, Research and Innovation. https://www.nia.or.th/bookshelf/view/261[in Thai]

Office of the National Economic and Social Development Council, Office of the Prime

Minister. (2022, November 1). The 13th National Economic and Social Development

Plan (2023–2027). Royal Thai Government Gazette.

http://www.ratchakitcha.soc.go.th/DATA/PDF/2565/E/258/T_0001.PDF [in Thai]

Panich, V. (2012). Ways to create learning for students in the 21st century. Bangkok: Sodsri-

Saridwong Foundation. [in Thai]

Pittayapongsakorn, N. (2024, June 21). Don't be surprised: Why Thai children lack

creativity. The Active. https://theactive.thaipbs.or.th/read/thai-childrens-creativity

[in Thai]

Poonphon, I., & Chaicharoen, S. (2021). The design and development of a constructivist-based

mobile learning environment model to enhance creative thinking for upper secondary

school students. Journal of Education, Khon Kaen University, 44(4), 151–168. [in Thai]

Tempornsins, J., Chaiyacharoen, S., & Somabut, A. (2023). The development of a network-

based constructivist learning environment model to enhance digital literacy for higher

education students. Journal of Education, Khon Kaen University (EDKKUJ), 46(2), 1–18.

[in Thai]

Thamklang, W., Kaennakhom, J., Jaidiao, W., & Phianok, S. (2024). The design and

development of an online constructivist learning environment innovation (Edulearn)

integrated with an E-board game to enhance students’ mathematical problem-

solving skills on HCF and LCM for Grade 6 students at the Khon Kaen University

Demonstration Primary School (Modindang). Journal of Education, Khon Kaen

University, 47(2), 1–14. [in Thai]

Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes.

Harvard University Press.

Xu, W., Zhang, N. & Wang, M. (2024). The impact of interaction on continuous use in online

learning platforms: a metaverse perspective. Internet Research, 34(1), pp. 79-106.

https://doi.org/10.1108/INTR-08-2022-0600