Abstract:
The purposes of this research study were 1) to develop a problem-based learning model incorporating gamification on cloud computing to enhance students critical thinking skills 2) to evaluate a problem-based learning model incorporating gamification on cloud computing. The research procedures were divided into two phrases. The first phrase was to develop a problem-based learning model incorporating gamification on cloud computing, and the second phase was to evaluate a problem-based learning model incorporating gamification on cloud computing. The sample group in this study consisted of five experts in instructional, teaching of problem-based and gamification learning using purposive sampling. Data were analyzed by arithmetic mean and standard deviation. The research findings were as follows: The problem-based learning model incorporating gamification on cloud computing consisted of three components as followed: 1) preparation, 2) learning process, and 3) evaluation. The preparation method has two activities, the first is orientation about learning activity and the second is critical thinking skill pre-testing. The learning method consisted of three elements, the first is a problem-based leaning it has seven steps: 1) Identify problems, 2) analyze problems, 3) identify hypothesis, 4) Identify objective, 5) learning content, 6) synthesize the new information 7) conclusion and presentation, the second is gamification technics it has game mechanics, the desire of the learner and aesthetics, the last is cloud computing, the tools of learning has Classcraft and Classstart program to support learning activities. The evaluation method was 1) to study the results of satisfaction with a problem-based learning model incorporating gamification on cloud computing 2) to study the result of students critical thinking skills after learning processes. The experts agree that a problem-based learning model incorporating gamification on cloud computing was appropriateness at high level.