THE DEVELOPMENT OF AN ACTIVITY MODEL MASSIVE OPEN ONLINE COURSE IN GAMIFICATION ENVIROMENT WITH SELF-REGULATED LEARNING TO ENHANCE ACHIEVEMENT MOTIVATION FOR UNDERGRADUATE STUDENTS

Main Article Content

Thotsaporn Thapwong
Nammon Ruangrit

Abstract

The research presents an activity model massive open online course in gamification environment with self-regulated learning. The nine samples group by purposive sampling included three educational technology experts, three gamification experts, and three learning management experts. The research was conducted on the purpose of research and development of the activity model massive open online course in gamification environment with self-regulated learning to enhance achievement motivation for undergraduate students. The research tools were 1) an expert interview form and 2) an assessment form of the open online education activity model. From the results of the research, a model called gMOOC Model was obtained. It consisted of three components: 1) digital learning tools, 2) gamification, and 3) measurement and evaluation. There were six stages:1) self-assessment, 2) exam review, 3) goal setting and planning, 4) self-reaction, 5) note-taking and monitoring, and 6) environmental management. According to the data analysis by using mean standard deviation, the results showed that the common visual aspect of the model was measured at a very good level (gif.latex?\bar{x}= 4.62, S.D. = 0.52). The elements of the model was at a very good level (gif.latex?\bar{x}= 4.68, S.D. = 0.45). The teaching and learning process was suitable at a very good level (gif.latex?\bar{x}= 4.65, S.D. = 0.53). The used tools were suitable at a very good level (gif.latex?\bar{x}= 4.67, S.D. = 0.53). The practical implementation of the model was at a good level (gif.latex?\bar{x}= 4.48, S.D. = 0.57). In conclusion, the model was appropriate and very good quality (gif.latex?\bar{x}= 4.62, S.D. = 0.52).

Article Details

How to Cite
Thapwong, T., & Ruangrit, N. (2022). THE DEVELOPMENT OF AN ACTIVITY MODEL MASSIVE OPEN ONLINE COURSE IN GAMIFICATION ENVIROMENT WITH SELF-REGULATED LEARNING TO ENHANCE ACHIEVEMENT MOTIVATION FOR UNDERGRADUATE STUDENTS. Journal of Industrial Education, 21(3), 1–12. Retrieved from https://ph01.tci-thaijo.org/index.php/JIE/article/view/248309
Section
Research Articles

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