Game-Based Learning Method for Entrepreneurship and Concept of Exhibition and Event Management: A case study of Exhibition and Event Management Undergraduate Students

Main Article Content

Nopparat Boonpienpon

Abstract

The research article consisted of the following objectives to explore learning management methods for innovation teaching regarding game-based learning management and to study learning achievement and opinion of students in the Bachelor of Business Administration Program in Exhibition and Events Management who learned with game-based learning. The quantitative research method was used, and the data collection tool was the questionnaire. The samples were 134 students in the Bachelor of Business Administration Program in Exhibition and Events Management, Faculty of Management Science Silpakorn University, who have enrolled in the subject 769211 Entrepreneurship and Creative Exhibition and Event Management Concepts in the First Semester of the Academic Year 2020. It is found that the learning management methods for innovation teaching regarding game-based learning consist of 5 procedures which are 1. Setting the learning objectives 2. Piloting the game 3. Explore the learners’ opinions towards the game 4. Improve and develop the game, and 5. Evaluate game-based learning management. The results reveal that the overall students’ opinion on game-based learning management model is at the highest level (μ =4.32). When considering each aspect from the highest mean to the lowest, it is found that students’ opinion on Do obtains the highest mean (=4.39), and the next below are Plan (μ =4.34), Act (μ =4.33), and Check (μ =4.24), respectively. Overall students’ opinion on their learning achievement is at the highest level (μ =4.21). When considering each aspect from the highest mean to the lowest, it is found that the students’ opinion on cognitive skills obtains the highest mean (μ =4.39), and the next below are Interpersonal Skills and Responsibility (μ=4.32), Numerical Analysis, Communication and Information Technology Skills (μ =4.19), Knowledge (μ =4.13), and Morals and Ethics (μ =4.04), respectively. The overall opinion of the students who learned with game-based learning is at the high level (μ =4.35). When considering each aspect from the highest mean to the lowest, it is found that the students’ opinion on Creativity obtains the highest mean (μ =4.42), and the next below are Collaboration (μ =4.38), Communication (μ =4.33), and Critical Thinking and Problem-Solving (μ =4.29), respectively.

Article Details

How to Cite
Boonpienpon, N. (2021). Game-Based Learning Method for Entrepreneurship and Concept of Exhibition and Event Management: A case study of Exhibition and Event Management Undergraduate Students. Journal of MCU Peace Studies, 9(3), 1251–1266. retrieved from https://so03.tci-thaijo.org/index.php/journal-peace/article/view/250965
Section
Research Articles

References

Amabile, T. M., Hadley, C. N., & Kramer, S. J. (2002). Creativity Under the Gun. Harvard Business Review, 80, 52-61.

Collazos, C. A. et al. (2007). Designing Collaborative Learning Environments Using Digital Games. Journal of Universal Computer Science, 13(7), 1022-1032.

Dechawatanapaisal, D., Jantheng, M., Tantivaitayakul, V., & Apiwaht, A. (2011). Influences of Workplace Environment and Personal Attributes on Creative Thinking. NIDA Development Journal, 51(3), 1-33.

Jenson, J., & Rose, C. B. (2006). Finding Space for Technology: Pedagogical Observations on The Organization of Computers in School Environments. Canadian Journal of Learning and Technology, 32(1).

Kindley, R. W. (2002). Scenario- Based E- Learning: A Step Beyond Traditional ELearning. Virginia: American Society for Training & Development.

Nunnally, J. C., & Bernstein, I. H. (1994). Psychometric theory. (3rd ed.). New York, NY: McGraw-Hill.

Photun, A. (2016). The Effect of Teaching Using Games Comprehension Basing on Brain - Based Learning Upon Learning Achievement and Attitudes Towards English Subjects Learning of Prathomsuksa 2 Students. (Master’s Thesis). Nakhon Sawan Rajabhat University. Nakhon Sawan.

Pivec, M., & Dziabenko, O. (2004). Game-Based Learning in Universities and Lifelong Learning: "UniGame: Social Skills and Knowledge Training" Game Concept. Journal of Universal Computer Science, 10(1), 14-26.

Saint Louis College, Nursing Faculty. (2019). The Management of Active Learning Game Based Learning. Retrieved February 1, 2020, from http://www.slc.ac.th/2018/img/km/2563/6/GBL.pdf

Vogel, M. P., & Erb, U. (2009). Game-Based Learning for Cruise Management: Taking It to The Web. Retrieved February 1, 2020, from https://link.springer.com/chapter/10.1007/978-3-8349-8346-6_9

Wannawilai, P., & Warahut, J. (2007). A Follow-up Study of Graduates in the Baccalaureate Program in Nursing and the Baccalaureate Program in Nursing (Continuing Program). Retrieved February 1, 2020, from http://scphub.ac.th/new_ulib/dublin.pbh