The design of a learning process for promoting teamwork using project-based learning and the concept of Agile software development had the following objectives: a) analyze and synthesize the conceptual framework for a learning process for computer students aimed at promoting teamwork using project-based learning and the concept of Agile software development; and b) a evaluate the suitability of a learning management model design for computer students aimed at promoting teamwork via project-based learning and the concept of Agile software development by 10 experts in which the model consists of six parts: 1) preparation; 2) group division; 3) project-based learning; 4) an Agile working process; 5) teamwork; and 6) an assessment process derived from the result of the assessment of the suitability of the learning style, which indicated the highest level. According to the assessment result, the model can be applied to learning management.
Work in the 21st century places an emphasis on the analytical and problem-solving skills of employees as well as on new adaptability knowledge. Education nowadays needs workers to help develop the skill sets that are necessary for both working and living. This research used synthesis and evaluated formats that would be suitable to the learning model. The problematic base skills together with the gamification concept for strengthening problem-solving skills were utilized with high-level vocational students. The researchers found that the style of learning gained by synthesis emphasizes students’ problem-solving in various situations, stimulating and motivating them by using gamification. It involved learning and solving problems using seven steps in the teaching process including: 1) Problem, 2) Analysis, 3) Discovery, 4) Experiment, 5) Presentation, 6) Quest, and 7) Competition. The researchers also concluded that the evaluation of the suitability of the learning model by nine experts with a focus group process was found to be most appropriate. In addition, it identified learning styles that can be applied to teaching and learning appropriately.
The aims of this study were to synthesize and evaluate the efficiency of problem-based interactive digital storytelling learning model under gamifi-cation environment for promoting students’ problem-solving skills. This study was divided into two phases, (i)develop learning model by studying research and related documents and (ii) assessing the appropriateness of the model by nine experts in computer and education using a focus group method. In this current study, show the learning model consisted of three main components: preparation, learning activities, and evaluation and there were four parts of the learning activities, which are: problem-based learning, reflection of learning, interactive digital storytelling, and gamification envi-ronment. The results show that the overall suitability assessment of the de-veloped learning model was averaged at 4.56 (S.D.= 0.60), being at the most appropriate level. These results lead to a conclusion that the developed problem-based interactive digital storytelling learning model under gamifi-cation environment can significantly promotes students’ problem-solving skills. This learning model is suitable and can be applied to develop desired learners' achievements and skills.
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