Abstract:
The purposes of this study were 1) to study the conditions and needs of a virtual reality learning model based on creative problem-solving to enhance undergraduate students’ innovation capability; 2) to develop a virtual reality learning model based on creative problem-solving to enhance undergraduate students’ innovation capability; and 3) to study the results of using the learning model. The research sample comprised graduate students. In the study of conditions and needs, 416 graduate students were respondents calculated following Cochran's formula. There were students from three academic disciplines: 1) health sciences, 2) science and technology, and 3) humanities and social sciences. Additionally, the example in the study of the learning model results was 40 graduate students from Chulalongkorn University. The research instruments included: 1) a questionnaire about the conditions and needs of the learning model; 2) the virtual reality learning model based on creative problem-solving; 3) structured interviews for experts; 4) a model evaluation form; 5) a learning plan; 6) a virtual reality platform; 7) a rubric for assessing innovation capability; and 8) a questionnaire of student satisfaction. Data analysis involved 1) descriptive statistics for the sample group’s demographic data, including frequency, percentage, mean, and standard deviation; 2) analysis of conditions and requirements using the Priority Needs Index; and 3) analysis of the innovative abilities of graduate students using One-Way Repeated Measure ANOVA.The results of the research show that:1) The conditions and needs of a virtual reality learning model was divided into three aspects: 1) virtual reality learning (VR), 2) creative problem-solving processes (CPS), and 3) innovation capability (IC). Among them, the most demanding aspect is virtual reality learning. Additionally, the study found that students first wanted to experience using virtual reality in their courses (PNIModified = 0.72).2) The learning model comprises five elements: 1) teachers and teaching assistants; 2) learners; 3) CPS learning activities; 4) virtual reality; and 5) evaluation. Also, the model consists of six steps: 1) finding defects; 2) brainstorming relevant information; 3) identifying the problem; 4) searching for solutions; 5) verifying the suitable solution; and 6) adopting the plan and the innovation model.3) One-way repeated-measures analysis found that the innovation capability from the 1st, 3rd, and 5th evaluations were different at a significance level of .05. and tendedÿtoÿincrease continuously. Moreover, the graduate students also expressed a high to very high level of satisfaction with the learning model (mean = 4.05 – 4.60).