Cloud Learning in STEAM Education Model by Augmented Reality Technology to Develop Creativity and Innovation Skills for Undergraduate Students
The objectives of this study were; 1) to develop a cloud learning in STEAM Education Model by augmenting reality technology to develop creativity and innovation skills for undergraduate students, and 2) to determine the effect of cloud learning in STEAM Education. The method are divided into 2 phases, which were: 1) Development of cloud learning in STEAM Education Model by augmenting reality. 2) The studying an effect of cloud learning in STEAM Education Model by augmenting reality technology. The sample were 27 undergraduate students who register in Pre-production planning for television and radio course, television and radio broadcasting technology major, the faculty of science and technology Rajamangala university of Technology Krungthep. The students who participated in the study were selecting purposive sampling. The research tools consisted of a cloud learning in STEAM Education Model by augmenting reality technology, likert scale, an authentic assessment and a learning achievement tests. The statistics used in research were, percentage, average (x
Cloud Learning; STEAM Education; Augmented Reality Technology; Creativity and Innovation Skills
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