Experirntial-Based Learning in Metaverse Through Desing Thinktng to Enhance Innovator Competency

Main Article Content

Anusart Tasen
Panita Wannapiroon
Kanitta Hinon
Chawanida Suwanich
Panrada Sansern

Abstract

          Experiential learning combined with design thinking enables learners to engage in self-directed study, which aids in the development of their learning and creative product design skills. By utilizing the experiences of instructors or creatively employing existing works, learners can effectively address the needs of digital-age students. This approach fosters meaningful learning, enriches experiences, and promotes valuable outcomes. This research pursues the following objectives: (1) to design an experiential-based learning process utilizing design thinking to bolster innovator competencies; (2) to construct an experiential-based learning platform that integrates design thinking to foster innovation; (3) to evaluate the impact of the experiential-based learning platform on student innovator competencies; and (4) to assess the level of student satisfaction with the experiential-based learning platform. The study's population comprises 15 third-year vocational certificate students from Ban Pong Business Administration Technology College during the second semester of the academic year 2023, selected through stratified group random sampling based on predetermined criteria. The statistical analyses employed in this research include percentage, mean, and standard deviation. The findings indicate that (1) the applicability of the experiential-based learning process utilizing design thinking to enhance innovator competencies is rated at the highest level overall (Mean = 4.51, SD = 0.22); (2) the development of the experiential-based learning platform within the Metaverse using design thinking is rated at the highest level overall (Mean = 4.67, SD = 0.32); (3) the assessment of innovator competencies yielded a high level of effectiveness (Mean = 4.65, SD = 0.25); and (4) student satisfaction with the experiential-based learning platform is rated at the highest level overall (Mean = 4.65, SD = 0.44).

Article Details

How to Cite
Tasen, A., Wannapiroon, P. ., Hinon, K. ., Suwanich, C. ., & Sansern, P. . (2024). Experirntial-Based Learning in Metaverse Through Desing Thinktng to Enhance Innovator Competency. Journal of Roi Kaensarn Academi, 9(9), 18–34. retrieved from https://so02.tci-thaijo.org/index.php/JRKSA/article/view/272894
Section
Research Article

References

สำนักงานคณะกรรมการการศึกษาขั้นพื้นฐาน. (2562). แนวทางการนิเทศเพื่อพัฒนาและส่งเสริมการเรียนรู้

เชิงรุก (Active Learning) ตามนโยบายลดเวลาเรียนเพิ่มเวลารู้. ศึกษานิเทศก์ กระทรวงศึกษาธิการ.

พีระวัตร จันทกูล. (2566). การพัฒนานวัตกรรมกระบวนการบริหาร KCNPB Model เพื่อส่งเสริมการสร้าง

นวัตกรสู่ห้องเรียนของผู้สอนและนักเรียนโรงเรียนกาญจนาภิเษกวิทยาลัยเพชรบูรณ์. วารสาร

ครุศาสตร์ปัญญา. 2 (5), 26-38.

ธงชัย เส็งศรี. (2564). ผลการจัดกิจกรรมส่งเสริมการเป็นนวัตกรโดยใช้กระบวนการสตรีมโฟร์อินโนเวเตอร์ วิชา การเขียนโปรแกรมคอมพิวเตอร์เพื่อการศึกษา. วารสารวิจัยและนวัตกรรม สถาบันการอาชีวศึกษากรุงเทพมหานคร. 4 (2), 37-52.

Honey, P. and A. Mumford. (1992). The Manual of Learning Styles. Maidenhead : Peter Hone.

Kolb, D. A. (2005). Experiential learning: Experience as the source of learning and develop ment. Prentice-Hall, Inc., Englewood Cliffs, N.J., 38.

Lewin (2005) Lewis, A., & Smith, D. (1993). Defining higher order thinking. Theory into Practice. 32 (3), 131-137.

Pfeiffer and Jones (1983) . Experiential-based learning cycles. In reference guide to handbooks and annuals (revised). San Diego: University Associates Publishers.

Smith, J. (2023). Advances in digital learning platforms: Enhancing experiential learning. Educational Technology Review. 48 (1), 34-45. Retrieved from https://doi.org/10. 1016/j.edutechrev.2023.100012.

TechTrends. (2024). Innovative educational technologies: A review of current trends. Tech Trends Journal. 69 (2), 223-234. Retrieved from https://doi.org/10.1007/s11528-024-0001-2.

World Economic Forum. (2023). The future of education: Embracing technology and experien tial learning. Online. Retrieved March 14, 2024. from https://www.weforum.org/ reports/the-future-of-educa tion.