The Gamified Imagineering Learning Model within the Metaverse for Creative Thinking Development
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| Title: | The Gamified Imagineering Learning Model within the Metaverse for Creative Thinking Development |
|---|---|
| Language: | English |
| Authors: | Kittipong Chinsook, Thada Jantakoon |
| Source: | Higher Education Studies. 2026 16(1):282-295. |
| Availability: | Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606; Fax: 416-642-2608; e-mail: hes@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/hes |
| Peer Reviewed: | Y |
| Page Count: | 14 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Gamification, Creative Thinking, Undergraduate Students, Computer Simulation, Artificial Intelligence, Technology Uses in Education, Foreign Countries, Information Technology, Imagination, Learning Experience, Creativity Tests |
| Geographic Terms: | Thailand |
| Assessment and Survey Identifiers: | Torrance Tests of Creative Thinking |
| ISSN: | 1925-4741 1925-475X |
| Abstract: | This study aimed to develop and validate the Gamified Imagineering Learning Model within the Metaverse to enhance creative thinking among undergraduate students. Grounded in constructivist and experiential learning theories, the model integrates imagineering processes with gamification mechanics to create immersive and motivational learning experiences in a metaverse environment. A quasi-experimental design was conducted with 45 undergraduate students enrolled in an Information Technology for Life course at Rajabhat Mahasarakham University in Thailand. The participants were divided into an experimental group (n = 23) that learned through the gamified imagineering model and a control group (n = 22) that received traditional instruction. The research instruments included a Creative Thinking Assessment Form and a Learner Satisfaction Questionnaire. Data were analyzed using descriptive statistics, paired-sample t-tests, and independent-sample t-tests. Results indicated that the experimental group achieved significantly higher creative-thinking scores covering fluency, flexibility, originality, and elaboration than the control group (p < 0.05). Learners also expressed high satisfaction with engagement and collaboration in the metaverse environment. The validated model effectively promotes creative thinking and provides a practical pedagogical framework for fostering innovation and 21st-century competencies in digital education. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1505586 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1505586 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Items | – Name: Title Label: Title Group: Ti Data: The Gamified Imagineering Learning Model within the Metaverse for Creative Thinking Development – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Kittipong+Chinsook%22">Kittipong Chinsook</searchLink><br /><searchLink fieldCode="AR" term="%22Thada+Jantakoon%22">Thada Jantakoon</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Higher+Education+Studies%22"><i>Higher Education Studies</i></searchLink>. 2026 16(1):282-295. – Name: Avail Label: Availability Group: Avail Data: Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606; Fax: 416-642-2608; e-mail: hes@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/hes – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 14 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Creative+Thinking%22">Creative Thinking</searchLink><br /><searchLink fieldCode="DE" term="%22Undergraduate+Students%22">Undergraduate Students</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Simulation%22">Computer Simulation</searchLink><br /><searchLink fieldCode="DE" term="%22Artificial+Intelligence%22">Artificial Intelligence</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Information+Technology%22">Information Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Imagination%22">Imagination</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Experience%22">Learning Experience</searchLink><br /><searchLink fieldCode="DE" term="%22Creativity+Tests%22">Creativity Tests</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Thailand%22">Thailand</searchLink> – Name: SubjectThesaurus Label: Assessment and Survey Identifiers Group: Su Data: <searchLink fieldCode="SU" term="%22Torrance+Tests+of+Creative+Thinking%22">Torrance Tests of Creative Thinking</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 1925-4741<br />1925-475X – Name: Abstract Label: Abstract Group: Ab Data: This study aimed to develop and validate the Gamified Imagineering Learning Model within the Metaverse to enhance creative thinking among undergraduate students. Grounded in constructivist and experiential learning theories, the model integrates imagineering processes with gamification mechanics to create immersive and motivational learning experiences in a metaverse environment. A quasi-experimental design was conducted with 45 undergraduate students enrolled in an Information Technology for Life course at Rajabhat Mahasarakham University in Thailand. The participants were divided into an experimental group (n = 23) that learned through the gamified imagineering model and a control group (n = 22) that received traditional instruction. The research instruments included a Creative Thinking Assessment Form and a Learner Satisfaction Questionnaire. Data were analyzed using descriptive statistics, paired-sample t-tests, and independent-sample t-tests. Results indicated that the experimental group achieved significantly higher creative-thinking scores covering fluency, flexibility, originality, and elaboration than the control group (p < 0.05). Learners also expressed high satisfaction with engagement and collaboration in the metaverse environment. The validated model effectively promotes creative thinking and provides a practical pedagogical framework for fostering innovation and 21st-century competencies in digital education. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1505586 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1505586 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 14 StartPage: 282 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Creative Thinking Type: general – SubjectFull: Undergraduate Students Type: general – SubjectFull: Computer Simulation Type: general – SubjectFull: Artificial Intelligence Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Information Technology Type: general – SubjectFull: Imagination Type: general – SubjectFull: Learning Experience Type: general – SubjectFull: Creativity Tests Type: general – SubjectFull: Thailand Type: general – SubjectFull: Torrance Tests of Creative Thinking Type: general Titles: – TitleFull: The Gamified Imagineering Learning Model within the Metaverse for Creative Thinking Development Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Kittipong Chinsook – PersonEntity: Name: NameFull: Thada Jantakoon IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 1925-4741 – Type: issn-electronic Value: 1925-475X Numbering: – Type: volume Value: 16 – Type: issue Value: 1 Titles: – TitleFull: Higher Education Studies Type: main |
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