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Showing 1 to 15 of 37 results Save | Export
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Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
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Nasongkhla, Jaitip; Sujiva, Siridej – Contemporary Educational Technology, 2023
The Thai language, which is part of the Indo-Iranian language family, carries on rituals and local knowledge that have been passed down from generation to generation. The Thai National Statistics Office found that 10% of elementary school students in Thailand cannot read. This means that 90% of elementary school students in Thailand can read. The…
Descriptors: Reading Ability, Foreign Countries, Computer Simulation, Elementary School Students
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Orakarn Laoharutanun; Noawanit Songkram; Danupol Hoonsopon – Journal of Information Technology Education: Research, 2025
Aim/Purpose: The study investigated how immersive learning environments could be used to encourage student engagement and reuse intentions by integrating desktop augmented reality (AR) into the classroom among primary school students. Background: This paper addresses the potential applications of immersive technology for younger learners and…
Descriptors: Foreign Countries, Computer Simulation, Elementary School Students, Computer Uses in Education
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Punsiri Dam-O; Yaowarat Sirisathitkul; Thammarong Eadkhong; Suthon Srivaro; Chitnarong Sirisathitkul; Sorasak Danworaphong – Distance Education, 2024
This paper describes a case study of an online physics laboratory course implemented for 254 engineering students at Walailak University in Thailand in response to the COVID-19 pandemic. The laboratory sequence was designed based on the United Kingdom Professional Standards Framework and covered eight experiments on fundamental concepts of motion,…
Descriptors: Electronic Learning, Online Courses, Physics, Laboratory Experiments
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Pitchada Prasittichok; Suradet Jitprapaikulsarn; Khawanying Sriprasertpap; Gwo-Jen Hwang – Cogent Education, 2024
Fostering students' knowledge and courage to face illegal or immoral problems is a critical aim in educational settings. However, it is challenging for students who lack knowledge and social experience to comprehend the sins behind the immoral cases and have the moral courage to deal with those problems. Therefore, in the present study, an…
Descriptors: Computer Simulation, Educational Games, Game Based Learning, Ethics
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Paulina Pui Yun Wong; Gary Wai Chung Wong; Piyasuda Pangsapa; Daniel Jiandong Shen – Electronic Journal of e-Learning, 2024
The use of the metaverse in education has gained increasing attention as a potential supplement to traditional teaching methods. This study aimed to investigate the impact of experiential learning on students' intent to use metaverse learning platforms and to explore how the metaverse can support these approaches. The study included participants…
Descriptors: Computer Simulation, Educational Strategies, Experiential Learning, Game Based Learning
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Soutthaboualy, Thongkhane; Chatwattana, Pinanta; Piriyasurawong, Pallop – Higher Education Studies, 2022
The study aims to study the processes of the interactive augmented reality technology via blended instruction lesson on cloud, to design the interactive augmented reality technology via blended instruction lesson on cloud, to develop the interactive augmented reality technology via blended instruction lesson on cloud and to study the results of…
Descriptors: Computer Simulation, Blended Learning, Educational Technology, Undergraduate Students
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Srisawat, Surasak; Piriyasurawong, Pallop – International Education Studies, 2022
This research aimed to develop metaverse virtual learning management based on gamification techniques model (MVLM-Gt model) and to evaluate the appropriateness of the model. The research methodology was divided into two parts in accordance with these aims. The first part was the design of the learning step using metaverse virtual learning…
Descriptors: Educational Technology, Gamification, Models, Computer Simulation
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Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
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Wasan Watkraw; Thosporn Sangsawang – Turkish Online Journal of Educational Technology - TOJET, 2023
The objectives of this study were to: 1) investigate the efficiency of an augmented reality media on Thai rice products for upper secondary level (Grades 10-12) students in Pathum Thani province, 2) compare students' achievements before and after learning through the augmented reality media on Thai rice products for upper secondary level (Grades…
Descriptors: Foreign Countries, Artificial Intelligence, Food, Computer Simulation
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Muangmool, Somchai; Phutthima, Benjamas; Pasitwilaitham, Narisara; Sirithiti, Kanok-on – International Education Studies, 2023
Augmented Reality (AR) is defined as an imaginal technology that integrates virtual technology into its surroundings. Today, very few mobile applications provided information either on religious tourism destinations or tourist attractions in Thailand. Hence, it is crucial to develop a digital medium to ease concerns. A collection of different…
Descriptors: Buddhism, Cultural Maintenance, Foreign Countries, Computer Simulation
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Chanatip Bubpamas; Varaporn Kaewyam; Pornpun Pengpol; Rachanee Nokthet; Sukuma Uamcharoen – Shanlax International Journal of Education, 2024
This research aims to (1) Develop of augmented reality storybook set to lessen issues and forster resilience from bullying for early childhood (2) Study the activity ability using the set of augmented reality storybook set for early childhood teachers (3) Compare the bullying behavior of early childhood before and after activities. The sample…
Descriptors: Early Childhood Teachers, Early Childhood Education, Computer Simulation, Resilience (Psychology)
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Saifon Songsiengchai; Jenerae Damnil – International Journal of Education and Literacy Studies, 2025
The objectives of this research were to (1) Develop the lesson plans by using a Flipped Classroom through a 3D Virtual classroom with Metaverse Spatial, (2) Compare the grammar achievement after implementing a Flipped Classroom through a 3D Virtual classroom with Metaverse Spatial, and (3) Explore the students' satisfaction for using a 3D virtual…
Descriptors: Foreign Countries, Flipped Classroom, Online Courses, Computer Simulation
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Sisamud, Kiattisak; Chatwattana, Pinanta; Piriyasurawong, Pallop – Higher Education Studies, 2023
The project-based learning using design thinking model via metaverse to enhance Buddhism innovators is integrating project-based and design thinking processes. Besides, using technology in the virtual world promotes learning activities. The model focused on allowing learners to study independently with instructors as counselors and facilitating…
Descriptors: Student Projects, Active Learning, Design, Thinking Skills
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Pipattanasuk, Theeraphant; Songsriwittaya, Alisa – International Journal of Instruction, 2020
The purposes for this research were to design and develop an instructional model using augmented reality technology for vocational certificate students, then evaluate the efficiency of the model, and finally evaluate the samples' satisfaction toward the model. The sample group were thirty third-year students from a vocational college in the…
Descriptors: Computer Simulation, Educational Technology, Vocational Education, Teaching Methods
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