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Sukan Saeliang; Pinanta Chatwattana – International Education Studies, 2025
The project-based learning model via generative artificial intelligence, or PjBL model via Gen-AI, is a research tool that was initiated based on the concept of project-based learning management focusing mainly on self-directed learning, in which learners are able to learn and practice through the projects they are interested in as to their…
Descriptors: Active Learning, Student Projects, Artificial Intelligence, Man Machine Systems
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Chotika Wanglang; Kobkiat Sraubon; Pallop Piriyasurawong – Higher Education Studies, 2024
This research aims to develop a combining game-based learning with design thinking using block-based programming to enhance computational thinking and creative games for primary students and will be referred to as game-based learning from now on. The purpose of this research is to 1) develop a model for game-based learning, 2) develop the system…
Descriptors: Game Based Learning, Design, Thinking Skills, Programming
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Tippawan Meepung – International Education Studies, 2024
This study explores the application of the Project-Based Learning with Gamification Model (PBLGM) through Visual Programming Language (VPL) to enhance digital competencies and problem-solving skills in learners. The PBLGM model integrates project-based learning and gamification techniques using Kodu Game Lab, aiming to develop essential…
Descriptors: Student Projects, Active Learning, Gamification, Foreign Countries
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Raweewarn Rattanakha; Pinanta Chatwattana – Higher Education Studies, 2023
The problem-based learning model via cloud technology (PBL model via cloud technology) is a research tool fabricated with the concepts of problem-based learning management, in which students are stimulated and enabled to foresee the problems that will arise. Also, in this learning style, teachers will define the problem situations and encourage…
Descriptors: Problem Based Learning, Computer Science Education, Teaching Methods, Programming
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Katchapakirin, Kantinee; Anutariya, Chutiporn; Supnithi, Thepchai – Education and Information Technologies, 2022
Computational Thinking (CT) has been formally incorporated into the National Curriculum of Thailand since 2017, where Scratch, a block-based visual programming language, has been widely adopted as CT learning environment for primary-level students. However, conducting hands-on coding activities in a classroom has caused substantial challenges…
Descriptors: Computation, Thinking Skills, Programming Languages, Foreign Countries
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Ployduangrat, Jaruwan – Journal of Education and Learning, 2022
The purposes of the current study were to develop a management system for the national sports development fund in Thailand and (2) to evaluate the developed fund management system. The participants were 15 experts in system development. They were selected by the purposive sampling method. The participants had more than 10 years of programming and…
Descriptors: Management Systems, Team Sports, Usability, Information Security
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Nitchot, Athitaya; Gilbert, Lester; Wettayaprasit, Wiphada – Education and Information Technologies, 2021
Information and Communication Technology (ICT) has been adopted in Thailand for learning and teaching within higher education, where ClassStart, Moodle, and Learn Square have been commonly used. In this research, a conceptual model of competence is proposed as a learner's capability with respect to subject matter, and based on this model a tool is…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Higher Education
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Tep, Puthyrom; Chuathong, Saranya; Sombunsukho, Suwanna – International Journal of Psychology and Educational Studies, 2022
In higher education, a limited number of studies have been conducted on the relationship between lifestyle and creativity and dating back to more than 50 years ago. This study investigates the up-to-date results of the relationship between university students' lifestyles and their creative ideation. The data was collected two times in order to…
Descriptors: Life Style, Creativity, Undergraduate Students, Correlation
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Hemphill, Christy; Hemphill, Aaron – International Journal of Technology in Education, 2021
Minority language communities lack access to educational technology that facilitates literacy skill building. The approach currently taken by most educational game app developers privileges widely spoken languages and often requires intensive resource investment. In response, a new game app was designed to provide easily localized, pedagogically…
Descriptors: Language Minorities, Computer Software, Computer Games, Teaching Methods
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Keegans, James D.; Stancliffe, Richard J.; Bilton, Lawrence E.; Cashmore, Claire R.; Gibson, Brad K.; Kristensen, Mikkel Theiss; Lawson, Thomas V.; Pignatari, Marco; Vaezzadeh, Iraj; Côté, Benoit; Chongchitnan, Siri – Physics Education, 2021
We present our outreach program, the "Thailand-UK Python+Astronomy Summer School" (ThaiPASS), a collaborative project comprising UK and Thai institutions and assess its impact and possible application to schools in the United Kingdom. Since its inception in 2018, the annual ThaiPASS has trained around 60 Thai high-school students in…
Descriptors: International Programs, Program Effectiveness, Outreach Programs, High School Students
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Chutiporn Anutariya Ed.; Dejian Liu Ed.; Kinshuk Ed.; Ahmed Tlili Ed.; Junfeng Yang Ed.; Maiga Chang Ed. – Lecture Notes in Educational Technology, 2023
This book collects the proceedings of the 7th International Conference on Smart Learning Environments (ICSLE2023), held in Bangkok, Thailand, as a hybrid conference from 31st Aug to 1st Sep 2023. The proceedings focus on the interplay between pedagogy and technology, and their fusion towards the advancement of smart learning for a sustainable…
Descriptors: Educational Technology, Electronic Learning, Sustainability, Student Satisfaction