STEAM Gamification Learning Model to Enhance Vocational Students' Creativity and Innovation Skills.
Jiraphorn KummaneePrachyanun NilsookPallop PiriyasurawongPanita WannapiroonPublished in: ICL (2) (2019)
Keyphrases
- learning process
- helping students
- undergraduate students
- lifelong learning
- conceptual understanding
- mobile learning
- learning experience
- information literacy
- learning tools
- learning environment
- elementary school
- young students
- thinking skills
- computer literacy
- critical thinking
- secondary school
- high school
- high school students
- teaching materials
- college students
- cognitive load
- problem based learning