The result of blended learning by using design thinking process and gamification techniques that affect on the innovative development of senior high school students.
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Abstract
The purposes of this study were to 1) to compare innovation development scores from blended learning by using design thinking process and gamification techniques with normal teaching of senior high school students. 2) to study the relationship between c language programming achievement score and innovation development ability. 3) to study the satisfaction of teaching and learning with blended learning by using design thinking process and gamification techniques. There were 60 students at Kanhanapisekwittayalay Suphanburi School in Matthayom Sueksa 6. The sample group was selected by purposive sampling method. research tools: integrated learning plan with blended learning by using design thinking process and gamification techniques for innovation development c programming language subject, c programming language learning achievement test, c programming language online tutorials, innovation evaluation form applied programming knowledge and instrument of student satisfaction. The finding can be found as following: (1) Students under blended learning by using design thinking process and gamification techniques have the content of points to be exported abroad. For normal students statistically significant at the .05 level. (2) Learning achievement scores in c programming language were correlated in the same direction with innovation development ability significantly. (3) Satisfied with the blended learning by using design thinking process and gamification techniques with the highest level
Keywords: Gamification, Design thinking process, Innovation development, c programming
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