Gamification Model for Virtual Team Collaborative Learning via Cloud Technology
Journal Title: International Journal of the Computer, the Internet and Management - Year 2016, Vol 24, Issue 1
Abstract
The objectives of the research study were: (1) to synthesize a gamification model for virtual team collaborative learning via cloud technology and (2) to assess the appropriateness of the model. The sample group consisted of five experts selected by purposive sampling. Each expert had experiences in instructional design, gamification of education or game activities in learning, virtual team, collaborative learning, and cloud technology. An evaluation questionnaire used in the study to assess the appropriateness of the model. The statistics used in the study were the arithmetic mean and standard deviation. The results showed that the designed gamification model was the combination of the gamified roles of two main stakeholders, the online and face-to-face learning strategies, and environments. The model composed of three main parts which were Part I: Learner as a Player, Part II: Instructor as a Coach, and Part III: Classroom as an Arena. The experts agreed on the appropriateness of the model at a very good level. Therefore, it is highly feasible for the educators to implement the model.
Authors and Affiliations
Paripas Srisomboon, Namon Jeerungsuwan
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