Abstract:
The purposes of this research were to 1) develop a cloud-based virtual laboratory model with phenomenon based learning to promote creative problem-solving abilities of upper secondary school students, 2) compare students' creative problem-solving abilities before, during, and after implementation, and 3) propose a model. The study involved model development with input from nine specialists in science teaching, educational technology and communications, and creative problem-solving. The model was experimented with 40 purposively sampled upper secondary school students. Data collection instruments included an expert interview form, a model evaluation form, an instructional model, and a creative problem-solving test. Creative problem-solving abilities were analyzed using one-way repeated measures ANOVA. The results indicated that the cloud-based virtual laboratory model with phenomenon based learning comprises four main components: teacher, students, learning goal, and measurement and evaluation. The model follows four stages: selecting an interesting phenomenon, assessing current lesson value, planning activity sequence, and evaluating students' comprehension of the phenomenon. Upper secondary school students' creative problem-solving abilities improved significantly after studying with the model. The creative problem-solving mean scores after studying with the model were significantly higher than those before and during studying, at the .01 significance level.