Development of a flipped learning model with problem-based learning and gamifications to enhance computational thinking and achievement motivation of upper secondary school students
Abstract:
The purpose of this research were to 1) to develop flipped learning with problem-based learning and gamifications to enhance computational thinking and achievement motivation of upper secondary school students, 2) to try out and 3) to propose a model. The subjects in model development consisted experts including educational technology experts, psychology and gamification experts and computational thinking experts. The subjects in model experiment were 40 students from the upper secondary school students. The research instruments consisted of an expert interview form, a model evaluation form, learning website and a lesson plan. The data collection instruments comprised: a computational thinking test, an achievement motivation test, and students satisfaction towards the model test questionnaire. The data were analyzed by using mean, standard deviation and t-test. The research results were as follows: The developed model consisted of six components including: (1) Teacher, (2) Student, (3) Goals, (4) Gamification, (5) Learning resources, and (6) Evaluation. Steps of flipped learning with problem-based learning and gamifications consisted of six steps as follows: (1) Presentation of the problem, (2) Understanding the problem, (3) Data research, (4) Planning and drafting of models, (5) Design and development of programs and (6) presentation and reflect. The experimental result indicated that the subjects had computational thinking post-test mean scores higher than pre-test at .05 level of significance and achievement motivation post-test mean scores higher than pre-test at .05 level of significance.