The Development of Massive Multiplayer Online Games Model Affecting Learning Behaviors to Enhance Skills in the Digital Age
Main Article Content
Abstract
This research aims to:1) examine the components of massive multiplayer online games that impact the learning behavior to enhance skills in the digital age; 2) investigate the relationships between the behavior of players in massive multiplayer online games and the skills in the digital age acquired through gameplay; 3) explore the correlation between the patterns of play in massive multiplayer online games and the skills in the digital age acquired; and 4) develop a model of massive multiplayer online games influencing learning behavior to enhance skills in the digital age. The research instruments include: 1) a draft of the massive multiplayer online games, 2) an online gaming behavior questionnaire, and 3) a form to assess the suitability and acceptance of the massive multiplayer online games. The researchers analyzed the data using percentages, means, standard deviations, and Pearson correlation coefficients. The findings revealed that 1) the patterns of massive multiplayer online games influencing learning behavior to enhance skills in the digital age consist of three main components: (1) the components of massive multiplayer online games, (2) the behavior of players in online games, and (3) skills in the digital age. 2) Player behavior in online games is also correlated with skills in the digital age. Moreover, the variables of player behavior and the components of online games can explain the variability in skills in the digital age by 35% of the variation in skill variables in the digital age (R2 = 0.35). 3) The components of massive multiplayer online games are significantly correlated at the level of statistical significance with skills in the digital age (p-value < 0.05). Similarly, 4) the developed model of massive multiplayer online games that consists of three main components had the evaluation results at the highest level (M = 4.88, SD = 0.35).
Article Details
References
กานต์ธีรา ภูริวิกรัย. (2020). การศึกษาโลกในศตวรรษที่ 21: ระบบยังเหลื่อมล้ำ การเรียนรู้ยังวิกฤต. https://www.the 101.world/global-education/.
นิพิฐพนธ์ สนิทเหลือ,วัชรีพร สาตร์เพ็ชร์ และ ญาดา นภาอารักษ์. (2562). การคำนวณขนาดตัวอย่างด้วยโปรแกรมสำเร็จรูป G*Power.วารสารสถาบันเทคโนโลยีแห่งสุวรรณภูมิ, 5(1), 496-507.
พิชาวีร์ เมฆขยาย. (2018). 4 ทักษะที่คนทำงานต้องมีในยุคดิจิทัล (Online) https://www.actualiz. co/single-post/skills-digital-era.
วิจารณ์ พานิช. (2555). ทักษะแห่งอนาคตใหม่: การศึกษาเพื่อศตวรรษที่ 21. โอเพนเวิร์ด.
วสันต์ เต็งกวน และกิตติชัย สุธาสิโนบล. (2564). มุมมองการศึกษาไทย: ทำอย่างไรให้ไปสู้ความสำเร็จ. สิกขาวารสารศึกษาศาสตร์, 8(2), 14-22.
ศิริไชย หงษ์สงวนศรี และ พนม เกตุมาน. (2548). พฤติกรรมการเล่นเกมคอมพิวเตอร์และปัญหาการติดเกมในวัยรุ่นในทางเลือกใหม่และความท้าทายใหม่ในด้านจิตเวชศาสตร์และสุขภาพจิต. การประชุมวิชาการประจำปี 2548 ครั้งที่ 33 มหาวิทยาลัยมหิดล สถาบันจิตเวชศาสตร์.
อดิศร จันทรสุข. (2564).‘มายาคติแห่งการศึกษา’: ถ้ามันปกติและดีงามตลอดมา เด็กๆ จะลุกขึ้นมาตั้งคำถามทำไม”. https://mappalearning.co/educational-myths-adisorn-interview/
ไอศูรย์ ศรีคำ. (2563). “6 บทเรียนจากการเล่นเกมที่สามารถนำมาปรับใช้กับชีวิตได้”. https://www.gaming
dose.com/feature/6-บทเรียนจากการเล่นเกมที/
Adachi, P. J., & Willoughby, T. (2013). More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem-solving skills, and academic grades. Journal of Youth and Adolescence, 42, 1041–1052. doi:10.1007/s10964-013-9913-9.
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353–359. https://doi.org/10.1111/1467-9280.00366
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs, Journal of MUD research, 1(1), 19.
Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., & Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12 (12), 763–768.
Cohen, J. (1977). Statistical power for the behavioral sciences. (2 nd ed). Academic Press.
Cooper, S., Khatib, F., Treuille, A., Barbero, J., Lee, J., Beenen, M., & Popovic, Z. (2010). Predicting protein
structures with a multiplayer online game. Nature, 466, 756–760. doi:10.1038/ nature09304.
Friis-Sheepers, A. (2015). Denizens of virtual worlds: Power-gamers at ‘Play’. [Unpublished Master of Arts Thesis in the Faculty of Arts and Science], Trent University.
Gee, J. P. (2007). Good video games good learning: Collected essays on video games. Learning and Literacy.
Peter Lang.
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior, 28, 370–376. doi: 10.1016/j.chb.2011.10.006
Lavoué, É., Monterrat, B., Desmarais, M., & George, S. (2018). Adaptive gamification for learning environments. IEEE Transactions on Learning Technologies, 12(1),16–28.
Macklin, C., & Sharp, J. (2016). Games, design and play: a detailed approach to iterative game design.
Addison-Wesley.
Mithun, K. (2017). Technical skills blended with socio-emotional competencies are crucial for employability and
success in the rapidly evolving digital age. ScooNews magazine. https://scoonews.com/ news/news-
technical-skills-blended-with-socio-emotional-competencies-are-crucial-for-employability-and-success-
in-the-rapidly-evolving-digital-age-1810/
Nacke, L. E., Bateman, C., & Mandryk, R. L. (2014). BrainHex: A neurobiological gamer typology survey.
Entertainment Computing, 5, 55-62.
Olson, C. K. (2016). Are electronic games health hazards or health promoters? The video game debate:
Unravelling the physical, social, and psychological effects of digital games. Routledge.
Pallavicini, F., Ferrari, A., & Mantovani, F. (2018). Video games for well-being: A systematic review on
the application of computer games for cognitive and emotional training in the adult population. Front Psychology, 9; 2127. doi: 10.3389/fpsyg.2018.02127
Prensky, M. (2011). A huge leap for the classroom true peer-to-peer learning, enhanced by technology. In
Educational Technology Nov-Dec. https://marcprensky.com/writing/Prensky-EDTECH -Learning Catalytics-Nov-Dec-2011-FINAL.pdf
Reich, S., & Vorderer, P. (2015). Online games, Player experiences in. In R. Mansell (Hrsg.), The international
encyclopedia of digital communication and society (S. 858–869). Wiley Blackwell. https://doi.org/ 10.1002/9781118767771.wbiedcs064
Rogers, S.A. (2017). A massively multiplayer online role-playing game with language learning strategic
activities to improve english grammar, listening, reading, and vocabulary. https://www.semantics
cholar.org/paper/A-Massively- Multiplayer-Online-Role-Playing-Game-to –Rogers/2420fc106568a609
baae87203eba308 a8454fbd
Rogers, S. (2014). Level up!: the guide to great video game design (2nd ed.). Wiley.
Schell, J. (2008). The art of game design: A book of lenses. Morgan Kaufmann Publishers.
Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education
and Technology, 17, 530–543. doi:10.1007/s10956-008-9120-8
Tondello, G.F., Arrambide, K., Ribeiro, G., Cen, A.Jl., & Nacke, L.E. (2019). “I don’t fit into a single type”: A
trait model and scale of game playing preferences. In Proceedings of INTERACT 2019, LNCS 11747. Springer. doi:10.1007/978-3-030-29384-0_23
Tyler, D. (2019). What makes a good game so much fun?. https://www.game designing .org/gaming/
great-games/, October 28, 2019
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the
cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10. 1037/a0031311