Digital Learning Ecosystem Based on the STEAM Gamification Concept to Develop Innovator Characteristics of Vocational Learners

Abstract

Developing the manpower to have completeness, including knowledge, skills, attitudes, morals, and ethics. It is an important foundation for the development of the nation for sustainable progress; as shown in the framework of the 13th National Economic and Social Development Plan [1], which aims to develop human resources in all dimensions, and at all ages to become good, competent, qualified, ready for life in the 11th century; The STEAM Education is a model of learning management that focuses on integrating knowledge in the five sciences, namely Science, Technology, Engineering, Art and Mathematics to create a comprehensive body of knowledge for learners; As for the learning process with the Gamification, it is the concept of organizing activities that will encourage learners to participate, create a good learning environment, and promote the characteristics of learners in working as a team, with the principle of the two concepts, if used in planning the development of learning management for vocational students, that focusing on professional skills development will help promote the potential of learners to meet the goals of effective manpower development; therefore, it is the origin of the development of digital learning ecosystems based on the STEAM Gamification concept to develop innovator characteristics of vocational learners, which play an important role in the development of the country, as a guideline for developing learners to have knowledge, skills, good attitude in working in the organization, or entrepreneurship in the future; it also promotes the lifelong learning characteristics of learners, from applying and utilizing the self-development process with the scientific and artistic thought processes that are possible to create innovations for solving problems and developing society and the nation in the future.

Kummanee, J., Nilsook, P., Piriyasurawong, P., Wannapiroon, P. (2023). Digital Learning Ecosystem Based on the STEAM Gamification Concept to Develop Innovator Characteristics of Vocational Learners. In: Auer, M.E., Pachatz, W., Rüütmann, T. (eds) Learning in the Age of Digital and Green Transition. ICL 2022. Lecture Notes in Networks and Systems, vol 634. Springer, Cham. https://doi.org/10.1007/978-3-031-26190-9_73