: Knowledge Level of Thai Higher Education Students
By 2015, more than half of organizations which manage innovation processes will gamify those processes (Gartner Inc., 2011b). The broad definition of gamification is the way to apply game mechanics to non-game environments in order to motivate people and change behavior (Gartner Inc., 2011a). According to the same report, by 2014, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon (Gartner Inc., 2011b). ‘Games and Gamification’ and ‘Game-Based Learning’ were highlighted as an emerging technology that will be adopted within two to three years after commencing with some prominence from 2012-2013, as detailed in a Horizon Report (2013 - Higher Education Edition). Gamification has been recommended as a future innovation in student support which will replace Social Networks (Gartner Inc., 2011b). This research findings indicated that almost all participants (91.3%) understand Social Networks concept quite well. The knowledge level of ‘gamification is at the second from the top, which earned 82.6 per cent of fair knowledge. According to this research finding, the transition from social networks to gamification for education in Thailand might present a similar trend as that which occurred in the business sector. It can be forecast that learning institutes will gamify learning process as a key innovation within education. As this was supported by the high level of knowledge and interest of Thai university students who participated in this research which showed that almost all knew about social network technology concepts proficiently; almost as high as their knowledge of gamification.
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Vate-U-Lan, P. (2013, 25-27 June). The Transition from Social Network to Gamification for Education: Knowledge Level of Thai Higher Education Students. Paper presented at the 57th World Assembly of the International Council on Education for Teaching (ICET 2013). Sukhothai Thammathirat Open University, Thailand. (Presentation, full-paper and photo album)
Vate-U-Lan, P. (2013, 25-27 June). The Transition from Social Network to Gamification for Education: Knowledge Level of Thai Higher Education Students. Paper presented at the 57th World Assembly of the International Council on Education for Teaching (ICET 2013). Sukhothai Thammathirat Open University, Thailand. (Presentation, full-paper and photo album)