Model of Experiential Learning with Gamification Concept in an Online Course to Enhance Upper Elementary School Students’ Digital Intelligence Quotient Competency
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Abstract
The advances in information and communication technology have increasingly exposed children to online risks. This paper proposes a model to develop digital intelligence quotient competencies, which are essential for mitigating these risks. The current instructional methods often fail to adequately foster knowledge comprehension or motivate students. This research suggests a structured online course that integrates gamification with experiential learning techniques to enhance students' critical thinking and engagement. This approach not only educates but also actively involves students by using interactive elements. The learning process includes 1) Experiencing: designed for students to have an experience that creates engagement between students and the learning platform—powered by gamification elements including an engaging story and challenging goals, including learning using a character representing the player or an avatar, 2) Reflecting: focus on students reflecting through interaction and feedback, while some elements help drive motivation such as points, rewards, and player levels, 3) Thinking: students can summarize their ideas and discuss them with others through online tools, and 4) Acting: encourage students to take action by applying the knowledge gained from the learning platform, evaluating learning products, and showing and sharing knowledge with others.
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