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ทิพย์ลักษณ์ โกมลวณิช

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One of the important study skills in the 21st century for students today is learning
and innovation skills, which is a skill that allows citizens to live quality lives in the 21st century. The objective of this qualitative research are for: 1) to study the results of use Cards
Game S.C.A.M.P.E.R. develop an innovative thinking system, 2) to study cards game development guidelines to be used in various target groups by studying in the playing style
of the cards game or by participating in thinking, connecting ideas to create prototypes
and creating a learning environment, which tools used in the research study are Unified
Game Canvas (UGC), Student Feedback Form, Cards Game S.C.A.M.P.E.R. Usage questionaire and self-learning assessment questionnaire. The analysis of the data showed that
1) Cards Game S.C.A.M.P.E.R can help develop creativity and innovation skills to agree
level. These skills are fundamental to creating innovation. 2) Teaching and learning processes that help develop innovative thinking processes should include: activities that build
cognitive skills and foster behavioral skills in questioning, observation, interaction and experimentation 3) Good application of cards game S.C.A.M.P.E.R. should have three elements : Teaching material clips, Cards Game S.C.A.M.P.E.R. and activities 4) Guidelines
for cards game development for the application of various target groups should have adjusted the flow of the game (Game Flow), Game Core, increase the interaction of the game
with the players (Game Interaction) and Game Impact.

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