STEAM Micro-learning Model based on Massive Open Online Courses with Augmented Reality Technology to enhance Creativity and Innovation


  •  Thada Jatnkoon    
  •  Kitsadaporn Jantakun    
  •  Thiti Jantakun    
  •  Rungfa Pasmala    

Abstract

This research addresses the pressing need for innovative educational frameworks that foster creativity and innovation in online learning environments. The study develops and validates a comprehensive model integrating STEAM education, micro-learning principles, and augmented reality (AR) technology within massive open online courses (MOOCs). Through systematic literature analysis and expert validation, the research demonstrates how these traditionally separate approaches can be combined to create engaging and effective learning experiences. The methodology employed a three-phase research and development approach: (1) systematic literature analysis using matrix mapping techniques to identify key components and relationships, (2) model development incorporating MOOC platform design, micro-learning structure, STEAM integration framework, and AR implementation, and (3) expert validation with ten qualified professionals in educational technology and instructional design. The evaluation instrument assessed model components, learning management stages, and measurement methods using a 5-point Likert scale. Results indicate strong expert endorsement of the proposed model across all evaluation criteria (overall mean = 4.72, SD = 0.46). Particularly high ratings were achieved for interdisciplinary connections (x̄ = 4.90) and STEAM media creation (x̄ = 4.90), demonstrating the model's effectiveness in maintaining meaningful cross-disciplinary integration in digital environments. The evaluation also validated the model's approach to assessing creativity and measuring innovation, providing a robust framework for evaluating complex educational outcomes. This research contributes to educational theory and practice by establishing a validated framework for integrating micro-learning principles with STEAM education and AR, advancing understanding of creativity development in online environments, and providing practical guidelines for implementing innovative educational approaches.



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