Development of a Creative Project-Based Learning Model through the Metaverse That Promotes Creativity and Innovative Work for High School Students in Pilot Schools of Education Sandbox

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Bibliographic Details
Title: Development of a Creative Project-Based Learning Model through the Metaverse That Promotes Creativity and Innovative Work for High School Students in Pilot Schools of Education Sandbox
Language: English
Authors: Napaporn Wanthong, Thapanee Seechaliao
Source: Journal of Education and Learning. 2026 15(1):388-401.
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: jel@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/jel
Peer Reviewed: Y
Page Count: 14
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Education Level: High Schools
Secondary Education
Descriptors: Active Learning, Student Projects, Models, Computer Simulation, Creativity, Innovation, High School Students, Simulated Environment, Evaluation, Validity, Technology Uses in Education, Foreign Countries, Pilot Projects, Institutional Characteristics
Geographic Terms: Thailand
ISSN: 1927-5250
1927-5269
Abstract: This research aimed to (1) investigate the current situation, needs, key components, and instructional steps of a creative project-based learning model; (2) develop the model; (3) implement it; and (4) evaluate and validate it. This research methodology involved a research and development process conducted in four phases: Phase 1 investigated the current situation, needs, key components, and instructional steps, using a sample of 1,142 students and 31 computational science teachers. Phase 2: developing the model and evaluating it by five experts. Phase 3 implemented the model with students from three school sizes: large, medium, and small. Phase 4: validating and endorsing the model by six experts. The research findings were as follows: 1) Teachers had never implemented learning activities through the metaverse in computer science courses. The most needed were adequate computer equipment, high-speed internet, and budget allocation for necessary technological tools. 2) The developed model consists of six components and five instructional steps: (1) concepts and principles, (2) objectives, (3) content, (4) Metaverse, (5) instructional procedures including preparation, creative planning, creative projects, creative presentations, and evaluation, and (6) model evaluation. Experts evaluated that the overall model was appropriate at the highest level. 3) The creativity of students, which included originality, flexibility, fluency, and elaboration, was at a high level. The innovative work quality of students, including novelty, knowledge integration, creativity, efficiency, and usefulness, was at a high level. Learners were satisfied that the learning management was also at a high level. 4) The validation and endorsement of the model demonstrate that the components of the model are suitable at the highest level. The instructional steps have been assessed as highly appropriate. This model is considered highly accurate, suitable, beneficial, and valuable. Experts certified that the learning management model is entirely consistent, with a 100% accuracy rate.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1498929
Database: ERIC
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