Abstract:
The objectives of the research were to (1) analyze and synthesize a framework for virtual team gamification model via cloud technology to enhance teamwork skills for undergraduate students, (2) design a virtual team gamification model via cloud technology to enhance teamwork skills for undergraduate students in accordance with the framework, (3) develop a learning system in accordance with the designed gamification model and (4) study the implementation results of the learning system in three aspects: (3.1) learners teamwork skills, (3.2) learners engagement, and (3.3) learners enjoyment.
The samples of the study were 35 third-year undergraduate students from Information Technology Program (Multimedia Technology Major), Faculty of Science and Technology, Nakhon Pathom Rajabhat University, Thailand, collected by purposive sampling. The Scriptwriting and Storyboarding classroom contents for Multimedia Technology Major were taught during the fifteen-week implementation period. Data were analyzed using documentary analysis, percentage, arithmetic mean and standard deviation.
The findings were as follows:
1. The synthesized framework of virtual team gamification model was comprised of three primary components: (1) Learner as a Player (comprised of seven secondary components: [1.1] Player Types, [1.2] Team Collaboration, [1.3] Gamified Activity Loops, [1.4] Player Experience, [1.5] Player Engagement, [1.6] Player Enjoyment, and [1.7] Teamwork Skills), (2) Instructor as a Coach (comprised of seven secondary components: [2.1] Goal Setting, [2.2] Rule Setting, [2.3] Storyline Design, [2.4] Preparation and Setup, [2.5] Classroom Management, [2.6] Progress Monitoring, and [2.7] Measurement), and (3) Classroom as an Arena (comprised of six secondary components: [3.1] Face-to-face Classroom, [3.2] Virtual Classroom on Cloud Technology, [3.3] Rewards, [3.4] Status, [3.5] Competitions, and [3.6] Feedback). The experts agreed on the appropriateness of the framework at a very high level.
2. The designed gamification model in accordance with the framework was the utilization of game mechanics, dynamics, and aesthetics to transform any classes into a playful learning experience. The designed model was comprised of roles, processes, and tools for instructors, learners and classrooms that were arranged into four major learning phases: (1) Onboarding (comprised of two learning steps: [1.1] Introduction and [1.2] Registration), (2) Characterization (comprised of two learning steps: [2.1] Player Type and [2.2] Team Organization), (3) Activity Loops (comprised of five learning steps: [3.1], Task, [3.2] Motivation, [3.3] Action, [3.4] Reward, and [3.5] Feedback), and (4) Hall of fame (comprised of two learning steps: [4.1] Player Achievements, [4.2] Team Achievements). The experts agreed on the appropriateness of the designed gamification model at a very high level.
3. The developed learning system in accordance with the gamification model and the student needs were comprised of six parts: (1) Lesson Plans (2) Learning Activities (3) Learning Media (4) Learning Equipment and (5) Assessment Tools. The Classcraft, a gamified learning management system on cloud technology (g-LMS on cloud), was used as a major instrument during the implementation period.
4. The result of learners teamwork skills studying in the learning system were high on both self-assessment and peer-assessment.
5. The result of learners engagement studying in the learning system were high.
6. The result of learners enjoyment studying in the learning system were high.