This research studied the components of the development the Gamification on the concept "Teach Less Learn More" for learning in vocational education. This study was a qualitative research using data collected by interview and a semi-structured technique of a focus group discussion of experts (7 male, 2 female - experts at Game, media and technology education, and moral ethics) to find an element in the development of Gamification by finding the IOC of the elements of 4 main components can be divided into 21 sub-elements. The results showed that the elements in the development of vocational education students Gamification fits. The IOC 1.00 has 3 components: 1) the reinforcement of activities 2) Ratings 3) indicate the level. The IOC 0.88 has two components: 1) prize of activity, 2) the reverse effect on learning. The IOC 0.77 was to evaluate the behavior of the participants, included the 6 components of the interview. This found that the practice of formatted accorded to the "Teach Less Learn More": 1) the creation of self-knowledge, 2) interaction with others, 3) interaction with the environment 4) enthusiasm of learning 5) evaluation of behavioral observation.
Pratanporn Ounor, King Mongkut's Institute of Technology Ladkrabang, Thailand
Chantana Viriyavejakul, King Mongkut's Institute of Technology Ladkrabang, Thailand
Somkiat Tuntiwongwanich, King Mongkut's Institute of Technology Ladkrabang, Thailand
Stream: Instructional Technology
This paper is part of the ACTC2015 Conference Proceedings (View)
View / Download the full paper in a new tab/window