Development of Game-Based Learning to Promote Innovative Thinking Skills in Business Management

Main Article Content

Kittiya Kaewsathuan
Pongsanun Chanchaichinnaworn
Krismant Whattananarong

Abstract

The purposes of this study were 1) to develop game-based learning management to promote innovative thinking skills in business management, 2) to compare the innovative thinking skills of learners before and after learning, 3) to compare learners' knowledge of innovation design, and 4) to evaluate students’ innovation performance. The samples consisted of 38 fourth-year undergraduate students majoring in tourism and hotel, selected by purposive sampling. The instruments used in this study were an assessment of innovative thinking skills, a test of knowledge in innovation design, and an evaluation form of innovations. Data were analyzed using descriptive statistics, including percentages, means, standard deviations, and medians, and nonparametric statistics, including the Wilcoxon signed-rank test. The findings revealed that the developed learning management comprised six components: 1) gamification learning environments, 2) game-based learning, 3) students, 4) teacher, 5) resources, and 6) content. There were five steps in the learning management: 1) challenging goals, 2) brainstorming, 3) creativity, 4) presentation, and 5) evaluation. The innovative thinking skills of learners after using the learning management was significantly higher than before using the model at the level of .05. Learners’ knowledge of innovation after using the learning management was significantly higher than before using the learning management at the level of .05. The innovation performance evaluation results showed that evaluation scores were at a high level. The study's outcomes can be integrated into teaching curriculum and training programs to create engaging and challenging learning experiences to enhance innovative thinking skills for working in the digital era.

Article Details

How to Cite
Kaewsathuan, K., Chanchaichinnaworn, P., & Whattananarong, K. (2024). Development of Game-Based Learning to Promote Innovative Thinking Skills in Business Management. Journal of Information and Learning [JIL], 35(3), 74–85. retrieved from https://so04.tci-thaijo.org/index.php/jil/article/view/273969
Section
Research Article

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