2021
DOI: 10.5430/rwe.v12n4p70
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Effect of Backward Design With Virtual Learning Ecosystem to Enhance Design Thinking and Innovation Skills

Abstract: The backward design with virtual learning ecosystem aims to enhance design and innovative ideas as an application that simulates a virtual learning environment where students can interact with the simulated environment using their smartphones and digital goggles. This approach allows continuous, limitless self-learning based on cloud computing and social network, a guideline for the 21st century skill training that focuses on the learner, and enhance design and innovative ideas. This research aims were to (1) … Show more

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Cited by 4 publications
(8 citation statements)
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“…Step 1 is related to the study, the analysis, and the synthesis of the literature works and research studies relevant to the development of the virtual interactive learning model using imagineering process via metaverse in order to find out the guidelines needed to establish the conceptual framework of this research, i.e., instruction system (Khemmani, 2010;Utranan, 1982), interactive learning (Abykanova et al, 2016;Soutthaboualy et al, 2022;Wannapiroon et al, 2021), virtual interactive learning, virtual reality technology (Chunpungsuk et al, 2021), metaverse (Suzuki et al, 2020), and imagineering learning (Chatwattana & Nilsook, 2017;Nilsook et al, 2014).…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Step 1 is related to the study, the analysis, and the synthesis of the literature works and research studies relevant to the development of the virtual interactive learning model using imagineering process via metaverse in order to find out the guidelines needed to establish the conceptual framework of this research, i.e., instruction system (Khemmani, 2010;Utranan, 1982), interactive learning (Abykanova et al, 2016;Soutthaboualy et al, 2022;Wannapiroon et al, 2021), virtual interactive learning, virtual reality technology (Chunpungsuk et al, 2021), metaverse (Suzuki et al, 2020), and imagineering learning (Chatwattana & Nilsook, 2017;Nilsook et al, 2014).…”
Section: Methodsmentioning
confidence: 99%
“…environment with a computer system to makes users feel like they are using their life in an environment created and be like seeing with their eyes and have accessories for touch such as masks, touch gloves, etc. (Chunpungsuk et al, 2021).…”
Section: Introductionmentioning
confidence: 99%
“…Step 1 is related to the study, the analysis, and the synthesis of the literature works and research studies relevant to the development of the virtual learning environment model on cloud using hybrid learning in order to find out the guidelines needed to establish the conceptual framework of this research, i.e., hybrid learning (Tangjitnusorn, 2015), virtual learning environment (Jantakoon et al, 2019), cloud learning system (Chatwattana, 2018;Soutthaboualy et al, 2022;Supaluk, 2018), and virtual reality technology (Chunpungsuk et al, 2021;Weennasusoprasit, 2005).…”
Section: Figure 1 Research Methodologymentioning
confidence: 99%
“…The environment simulated by the computer systems or software is aimed to create a realistic environment that corresponds to human senses, such as sight, hearing, touch, smell, and taste, etc. (Chunpungsuk et al, 2021;Jantakoon et al, 2019). There are many different channels to access the network learning systems by means of computers, notebooks, tablets, and smartphones, all of which can lead to rapid learning.…”
Section: Introductionmentioning
confidence: 99%
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