Creation of game-style learning materials using the principle of Synectics to promote creativity
Conference proceedings article
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Strategic Research Themes
Publication Details
Author list: Saranya Chuathong, Sutiwat Supaluk, Poosanisa Wichaha and Manitchaya Pananon
Publication year: 2022
Start page: 256
End page: 264
Number of pages: 9
URL: https://nclist.fiet.kmutt.ac.th/proceedings/index.php/online
Languages: Thai (TH)
Abstract
Abstract
The purposes of this project were 1) to create of game-style learning materials using the principle of Synectics to promote creativity. 2) To assess the quality of game-style learning materials using the principle of Synectics to promote creativity. 3) To measure the creativity of learners who use synectics-based learning materials to promote creativity. 4) to assess the satisfaction of the target group with the learning media according to the synectics principles to promote creativity. The research instruments include: 1) Game-style learning media The game is divided into four stages based on synetics: Personal Analogy, Direct Analogy, Symbolic Analogy, Fantasy Analogy, and end-game exercises. 2) Motiongraphic for teaching and learning synectics to promote creativity It looks like a multimedia medium with animations, sound effects and other special effects that help learners see a more coherent picture. It consists of 3 topics: creativity on the importance of synetics and about the types of synestics.3) Quality Assessment Form of Game-Based Learning Materials Synectics to promote creativity 4) The Test for Creative Thinking Drawing Production (TCT-DP) 5) The satisfaction assessment form of the sample group towards the use of game-style learning media Synectics. The sample group in the experiment on creating learning media based on the synectics principle to promote creativity were 1st year undergraduate students in the Department of Educational Technology and Communication. Faculty of Industrial Education and Technology King Mongkut's University of Technology Thonburi, semester 1/2021, 55 students were obtained by simple random sampling by drawing lots. The results of the study found that The quality of media in 2 aspects, namely content aspect and media aspect, was overall in a very good level (𝑥̅= 4.69, SD = 0.34) 3) Creativity assessment was statistically significant at the .05 level. Satisfaction Assessment It was at the highest level (𝑥̅= 4.59, S.D. = 0.64). The media created make learners gain knowledge and have fun can reach learners and put them into practice.
Keywords: Game-style learning media, Synectics, Creativity
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