DEVELOPMENT OF FUTURE PROBLEM-SOLVING INSTRUCTIONAL MODEL WITH VIRTUAL WORLD TO ENHANCE CREATIVE THINKING OF UNDERGRADUATE STUDENTS

Main Article Content

Bussakorn Cheawjindakarn

Abstract

The purposes of this research were 1) to develop a future problem-solving instructional model with virtual world to enhance creative thinking of undergraduate students, 2) to study the results of using the future problem-solving instructional model with virtual world to enhance creative thinking of undergraduate students, and 3) to propose the future problem-solving instructional model with virtual world to enhance creative thinking of undergraduate students. The sample was selected through purposive sampling, consisting of 27 undergraduate students. The research instruments consisted of lesson plans, virtual world media, a creative thinking test, and a student's satisfaction questionnaire. Data were analyzed by frequency, percentage, mean, standard deviation, and t-test.


The results of this research were as follows: 1) The developed model comprised 5 components as follows: (1) learning objectives, (2) roles of learners and instructors,
(3) learning activities based on the future problem-solving process, (4) virtual world media, and (5) measuring and evaluating creativity. The learning activities according to the model were divided into 3 phases: Phase 1 - Pre-learning procedures, Phase 2 - During-learning procedures, and Phase 3 - Post-learning assessment. Moreover, 2) the results of the model implementation found that the average score of creative thinking after learning was significantly higher than before learning at the statistical level of .05, and students' satisfaction with learning through the future problem-solving instructional model with virtual world to enhance creative thinking was at the highest level overall (equation = 4.61, SD = 0.5), and 3) the validation of the model by qualified experts found that the model was at the highest level of appropriateness (equation  = 4.56, SD = 0.55).

Article Details

Section
Research Article

References

Alahuhta, P., Nordbäck, E., Sivunen, A. & Surakka, T. (2014). Fostering Team Creativity in Virtual Worlds. Journal of Virtual Worlds Research. 7(3), 1-22.

Bailenson, J. N. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. W. W. Norton & Company.

Beattie, T. (2015). Digital tools for enhancing creativity in students. Journal of Educational Technology. 32(2), 85-102.

Bignell, S. & Person, V. (2010). Best Practices Guide for PBL and Second Life. Edinburgh Napier University. Retrieved from https://sure.sunderland.ac.uk/id/eprint/5050/

Chatsuwan, P. (2018). kānphatthanā rūpbǣp kān rīan dōi chai panhā pen thān læ theknik kān khit nō̜k krō̜p bon lōk samư̄an čhing phư̄a songsœ̄m khwāmsāmāt nai kān kǣ panhā chœ̄ng sāngsan samrap nisit naksưksā radap parinyā bandit [Development of instructional model using problem-based learning with lateral thinking on virtual world to enhance creative problem-solving of the undergraduate students]. Doctoral dissertation. Chulalongkorn University.

Chitreechao, B. (2017). kānphatthanā khwāmkhit sāngsan dōi chai bǣp fưk thaksa khwāmkhit sāngsan nai wichā khrōng ngān khō̜mphiutœ̄ [Technical Education Journal King Mongkut s University of Technology North Bangkok]. pp.70-77.

Crabbe, A. B. (1989). The Future Problem Solving Program. Journal of Education Leadership. 7 (September 1989), 27-29.

Crabbe, A. (1998). The Coach’s Guide to Future Problem Solvers Program. Ann Arbor: Future Problem Solving Program.

Daengchan, C. (2017). kānphatthanā khwāmsāmāt nai kān khit sāngsan khō̜ng nak rīan namat yom sưksā pī thī sām klum sāra kān ngān ʻāchīp læ theknōlōyī dōi kānčhatkān rīanrū bǣp khrōng ngān tām nǣo thritsadī khō̜n sot khō̜chan ni sưm [A meeting of Research 4.0 Innovation and Development SSRU’s 80th Anniversary]. (pp.411-418). Bangkok: Graduate school, Suan Sunandha Rajabhat University.

Dunleavy, M. & Dede, C. (2014). Augmented reality teaching and learning. In: Handbook of research on educational communications and technology. 739-751. Springer.

Ferguson, R. (2011). Meaningful Learning and Creativity in Virtual Worlds. Thinking Skills and Creativity. 6(3), 169-178.

Guilford, J. P. (1959). Trait of Creativity. In Harold H. Anderson (ed). Creativity and Its Cultuvation. pp.142-161. New York: Harper and Brothers.

Guilford, J. P. (2017). The nature of human intelligence. McGraw-Hill Education.

Horizon Educational. (2025). How To Use Virtual Reality in Education. Retrieved from https://www.horizoneducational.com/how-to-use-virtual-reality-in-education/t1559?currency=usd

Jellen, H. G. & Urban, K. K. (1986). Assessing Creativity: The Test for Creative Thinking-Drawing Producing (TCT-DP). Psychology Science. 6(3), 387-397.

Munkham, S. (2008). konlayut kānsō̜n khit kǣ panhā [Strategies for teaching problem solving]. Bangkok: Phapphim.

Office of the Education Council. (2007). Creative learning management [kānčhatkān rīanrū bǣp songsœ̄m khwāmkhit sāngsan]. Bangkok: The acricultural co-operative federation of Thailand, LTD.

Peersiri, S. (2007). kānphatthanā laksūt fưk ʻoprom samrap naksưksā parinyā bandit dūai kitčhakam sinlapa phư̄a phatthanā khwāmkhit sāngsan læ thaksa kānphalit phon ngān [A development of a training program for undergraduate students with art activities to develop creative thinking and productive skills]. Doctoral dissertation. Chulalongkorn University.

Phaengtrai, P. (2015). kānphatthanā kitčhakam kānrīanrū dūai kān khit kǣ panhā ʻanākhot tām nǣokhit thō̜ rǣn rư̄ang ʻāhān læ kān damrong chīwit phư̄a songsœ̄m khwāmkhit sāngsan samrap nak rīan namat yom sưksā pī thī 2 [The development of learning achievement and future problem solving for mathayomsuka 1 students]. Independent study. Naresuan University.

Phaibunwatthanakit, P. (2016). kānphatthanā phon samrit thāngkān rīan læ kān khit kǣ panhā ʻanākhot dōi chai rūpbǣp kānčhatkān rīanrū bǣp kān khit kǣ panhā ʻanākhot tām nǣokhit khō̜ng thō̜ rǣn samrap nak rīan namat yom sưksā pī thī 5 [The development of learning achievement and future problem solving using torrance’s future problem-solving model for mathayomsuksa 5 students]. Master’s thesis. Silpakorn University.

Phaophưng, S. & Bangthamai, E. (2016). kānphatthanā rabop kān lǣkplīan rīanrū ʻō̜ nalai wichākān thāi phā phadi čhi than thī song phon tō̜ khwāmkhit sāngsan khō̜ng naksưksā radap parinyā trī [The Development of Online Knowledge Sharing System on Photography CourseTo Affect the Creative Thinking of Undergraduate Students]. Veridian E-Journal. 9(2), 1349-1362.

Rizzo, A. S. & Koenig, S. T. (2017). Is clinical virtual reality ready for primetime? Neuropsychology. 31(8), 877–899. https://doi.org/10.1037/neu0000405

Sawyer, R. K. (2017). Creativity and innovation in education. Routledge.

Sherman, W. R. & Craig, A. B. (2018). Understanding virtual reality: Interface, application, and design. (2nd ed.). Morgan Kaufmann.

Slater, M. & Wilbur, S. (2018). A framework for immersive virtual reality education: A review. Educational Technology & Society. 21(3), 48-59.

Sritha, S. et al. (2019). kǣ panhā ʻanākhot pen thaksa thī dek yuk mai tō̜ ʻong mī [Future problem-solving is a skill that modern children must hav]. Kasetsart University Laboratory School Center for Educational Research and Development. Retrieved from https://www.educathai.com/knowledge/articles/164

Torrance, E. P. (1962). Guiding Creative Talent. Englewood Cliffs, New Jersey: Prentice-Hall.

Torrance, E. P. (1995). Insights about creativity: Questioned, rejected, ridiculed, ignored. National Research Center on the Gifted and Talented.

Uppaphan, K. (2021). kānphatthanā khwāmkhit sāngsan dōi chai rūpbǣp kān rīan kānsō̜n krabūankān khit kǣ panhā ʻanākhot tām nǣokhit thō̜ rǣn rāiwichā būn nā kān khwāmrū rōngrīan Mahidon witthayā nu Sorn [Development of Creativity through Future Problem-Solving Instructional Model Based on Torrance's Approach in Integrated Knowledge Course at Mahidol Wittayanusorn School]. Mahidol Wittayanusorn School.

Vreede, T. D., Boughzala, I., Vreede, G.-J. d. & Reiter-Palmon, R. (2017). The Team Creativity Model: An Exploratory Case Study. Journal of the Midwest Association for Information Systems. 2017(1), 19-34.

Winn, W. (2021). Learning in virtual reality environments: The impact of immersive learning experiences. Virtual Reality. 25(4), 321-334

Wongnara, T., Samawatthana, K. & So̜ngsanit. (2016). kānphatthanā botrīan bon bō̜thī songsœ̄m khwāmkhit sāngsan dōi chai rūpbǣp kānsō̜n bǣp si nakha ti rō̜wō̜ makap theknik kān khit nō̜k krō̜p samrap nak rīan namat yom sưksā pī thī 4 [The development of web-based instruction to promote creative thinking for matthayomsueksa 4 students of Nongsonhongwittaya]. Master’s thesis. Mahasarakham University.

Wongsaming, S. (2016). kānsāng bǣp thotsō̜p khwāmkhit sāngsan thāng witthayāsāt samrap nak rīan chan prathom sưksā pī thī 6. witthayāniphon parinyā khru sāttra mahābandit [Constructional creative thinking in science test for the primary students at the sixth grade level]. Master’s thesis. Mahasarakham University.