Dr. Poonsri Vate-U-Lan | Assumption University of Thailand (original) (raw)

Papers by Dr. Poonsri Vate-U-Lan

Research paper thumbnail of Ict & Nursing Informatics Skills in Cyprus’ Universities Undergraduate Nursing Curricula

ICERI2015 Proceedings, 2015

Research paper thumbnail of Teaching English with augmented reality technology: evaluative feedback of elementary school students

Parkroyal, Kuala Lumpur, Malaysia., 2015

Research paper thumbnail of Internet-based Survey Design for University Web Sites: a Case Study of a Thai University (Dissertation)

The Royal Melbourne Institute of Technology University, Victoria, Australia, 2007

In recent years with the increasingly world-wide introduction of the Internet, the use of online ... more In recent years with the increasingly world-wide introduction of the Internet, the use of online questionnaires has increased dramatically. However in Thailand, there has been only very limited systematic research on web-based design in Thailand, includin

Research paper thumbnail of Trends and directions of technology in elementary schools under the Bangkok metropolitan administration

Paper presented at the Fifth TCU International E-learning Conference 2014 “Overcome the Uncertainty of Technology in Education”, 2014

The future can be forecast from a decision based on current knowledge in relation to the trends a... more The future can be forecast from a decision based on current knowledge in relation to the trends and directions of computer technology implementation in a school. It depends frequently on the influence of administrators and their knowledge level. It is crucial to study the demand and the confidence level of e-learning implementation in the schools from an administration perspective. In 2013, a group of 120 school administrators attended a seminar workshop on e-learning at a university in Bangkok, Thailand. Fifty-six participants returned the questionnaire. The survey elicited level of their interest towards a combination of instructional approaches and computer technology. The research results are presented in this paper and outline the different levels of their interest towards each computer-technology application. The questionnaire contained questions regarding the potential of e-learning implementation based upon the available infrastructure in their schools. The results showed that e-learning was considered to be an education tool where implementation was not seen as problematic and it was likely to be an addition to the education offerings in schools. The survey also found that social networking was influential among schools, parents and students in relation to the potential benefits of e-learning implementation in schools. The survey indicates that the demand and confidence levels of e-learning implementation at the schools under Bangkok Metropolitan were rated at a high level.

Research paper thumbnail of Introducing augmented reality for education purposes

The 7th International Conference on eLearning for Knowledge-Based Society, 2010

This article is an introduction to Augmented Reality technology for educational purposes whose ai... more This article is an introduction to Augmented Reality technology for educational purposes whose aim is to provide a superior learning experience. Its main objective is to act as a starting point for anyone interested in researching or using Augmented Reality for educational purposes which can be simply defined as an interactive 3D environment which links physical reality and the virtual world by Radio Frequency Identification (RFID). Augmented Reality will be widely used within the near future. This paper describes many projects of Augmented Reality which support educational projects in both on-line and off-line modes. The paper also includes information of how augmented reality works in different environments. Its future directions and areas requiring further research are discussed.

Research paper thumbnail of E-Assessment: an E-Business Enabler in Higher Education

Research paper thumbnail of Best Practices to Form Online Multi-Users Virtual Enviromments for Education in Developing Countries

ABSTRACT The main purpose of this paper is to present draft guidelines for best practice to form ... more ABSTRACT The main purpose of this paper is to present draft guidelines for best practice to form online Three Dimensional (3D) Multi-Users Virtual Environments (MUVE) for education in developing countries. The researcher has introduced Second Life (SL) to graduate students in Bangkok for educational purposes. The best practices refined from relevant documents and research results are presented under four aspects of its management: human, instruction, technology and social (HITS model). The situation in Thailand is similar to other developing countries where the capital city has good and sufficient infrastructure but most people find it more convenient to use the national language rather than English. The obvious barrier, namely, insufficient Internet bandwidth when accessed online 3D MUVE has been found as one of the fundamental issues.

Research paper thumbnail of The Convergence of Augmented Reality and Education The Seed Shooting Game: An Augmented Reality 3D Pop-up Book

The Second International Conference on E-Learning and E-Technologies in Education (ICEEE2013), 2013

Research paper thumbnail of Redesign principles of game-based learning: expectations from stakeholders in a developing country

Paper presented at the 8th European Conference of Game-based Learning (ECGBL2014), 2014

The attraction of game-based learning is strong as the educational experience is immediately grat... more The attraction of game-based learning is strong as the educational experience is immediately gratifying and rewarding which inspires, challenges and engages young people. This paper examines two main aspects of principles in redesigning game-based learning in both school and out-of-school contexts. In 2011 Thailand was Southeast Asia’s biggest online game market. In 2012, the Thai government implemented the one-tablet-per-child project which allocated almost one million tablets to Grade One students nation-wide. The prime stakeholder groups involved in game-based-learning in Thailand have been students, parents and teachers. These three groups held different perspectives towards the advantages and disadvantages of game-based learning but all shared the same goal which was to stimulate an enhanced learning approach among learners. This study outlines the survey and interview results which investigated perceptions and anxieties toward game-based learning. This self-administered Internet-based survey yielded 236 responses. Just over half (53.4 per cent) were teachers. Almost two fifths (39.8%) were students which included elementary, secondary and university students while 6.8 per cent were parents. The statistical measures used to present the quantitative data were the frequency tables and the f-test. The qualitative data was derived from an open-ended question and face-to-face interviews. The diverse responses to game-based learning among the three groups of participants are discussed in detail.

Research paper thumbnail of eLearning on social network sites: a disruption of learning management systems from Thai students' perspectives

International Journal of Business and Globalisation, 2021

The purpose of this paper was to examine the attitudes of Thai higher education students towards ... more The purpose of this paper was to examine the attitudes of Thai higher education students towards eLearning incorporating social network sites using an online self-administered survey and standard statistical analysis. This online survey resulted in 389 valid responses. The attitude towards using eLearning on social network sites was positive. The research found a statistically significant difference in the attitudes of both genders with the Thai males scoring higher than the Thai females though both were positive. There was a statistically significant difference in attitude for participants who had varied experiences using eLearning. Participants who were experienced in both formal and informal eLearning formats showed a more positive attitude towards eLearning on social network sites as opposed to participants who used either formal or informal eLearning formats only. This research findings shed light on a disruption to learning management systems in the era of social networking with implications beyond Thailand.

Research paper thumbnail of Development of an ELearning Model to Facilitate Internal Communication

Information Systems & Economics eJournal, 2018

The goal of this research was to develop a conceptual model for elearning as a supporting tool fo... more The goal of this research was to develop a conceptual model for elearning as a supporting tool for business process management. A mixed methods case study was used to evaluate and test an elearning model in a case study firm. The case study focused on internal communications processes and procedures, which was a specific issue of the case firm. The elearning model was developed through a combination of preliminary testing and expert review, which identified eight elearning characteristics that ultimately led to process knowledge (internal communications effectiveness) through perceived usefulness, user satisfaction and knowledge transfer. Following an organizational training intervention, the model was retested. This retesting demonstrated that the conceptual framework reliably measured internal communication effectiveness. The implication of these findings is that elearning is an effective tool for supporting business process management and that specific characteristics of elearnin...

Research paper thumbnail of Psychological impact of e-learning on social network sites: online students’ attitudes and their satisfaction with life

Journal of Computing in Higher Education

This paper reports on the findings of a study pertaining to the psychological impact of e-learnin... more This paper reports on the findings of a study pertaining to the psychological impact of e-learning on social network sites. The findings have resulted by means of a correlational analysis between attitude towards e-learning on social network sites and satisfaction with life of students experienced with e-learning experiences. It was based on an online survey of 607 valid responses with elearning experiences gathered from 896 online respondents. The gender profile was balanced (males 50.7% and females 49.3% respectively). The analysis found that students who had experience of e-learning on social network sites also had a positive score on the Satisfaction with Life Scale (females 4.40 out of 6, SD = 0.91 and males 4.38 out of 6, SD = 0.9). The attitudes towards e-learning were also positive (female 4.34 out of 6, SD = 1.0 and male 4.12 out of 6, SD = 1.2). The relationship between e-learning attitudes and satisfaction with life was investigated using the Spearman Rank Order Correlation (rho) statistic. The research data shows a significant positive association between attitudes towards e-learning and satisfaction with life by females and males.

Research paper thumbnail of A Proposed Bring Your Own Device eLearning Framework for Private Secondary Schools in Dubai, UAE

Indian Journal of Science and Technology

Research paper thumbnail of The Seed Shooting Game: An Augmented Reality 3D pop-up book

2013 Second International Conference on E-Learning and E-Technologies in Education (ICEEE), 2013

ABSTRACT The purpose of this research paper was to demystify: 1) a convergence of Augmented Reali... more ABSTRACT The purpose of this research paper was to demystify: 1) a convergence of Augmented Reality (AR) technology as an educational multimedia and instructional design principles and 2) a divergence of learning outcomes and findings based upon the utilization of Augmented Reality 3D pop-up book, namely The Seed Shooting Game. This AR 3D pop-up book employed a storytelling technique for teaching English as a foreigner language for Year Three students, in Bangkok, Thailand. The population of this quasi experimental research was 484 Year Three Thai students who were studying in the second semester of 2011. 99 students were derived from purposive selection method as the samples. The statistics used to present data of this current paper were mean, standard deviation, t-test and bivariate correlation. This innovation was designed for blended learning environment which combined electronic curriculum material in traditional teaching mode. The research results presented the divergence between pre-test and post-test score of participants, the diversity of satisfaction levels of students who studied in this blended learning environment. This paper also presented the correlation between achievement and satisfaction towards to the developed curriculum material which reflected the confident to use AR technology for education in future.

Research paper thumbnail of Augmented Reality 3D pop-up children book: Instructional design for hybrid learning

2011 5th IEEE International Conference on E-Learning in Industrial Electronics (ICELIE), 2011

Research paper thumbnail of Transforming Classrooms through Game-Based Learning

International Journal of Game-Based Learning, 2015

This article reports an exploratory study which investigated attitudes towards the practice of ga... more This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents were female (59.2% or N=100 females and 40.8% or N=69 males). Slightly more than half (55.6%) of the participants were elementary, secondary and university students. An additional second group of thirty-five per cent (N=59) were teachers who were in charge of STEM educational programs. Almost one tenth (9.5%, N=16) were parents. Frequency tables were used to analyze the quantitative data. The qualitative data was derived from a single open-ended question. The study found some divergent opinions that are useful in considering game-based learning for STEM education in Thailand. The overall average attitude towards the usage of game-based lear...

Research paper thumbnail of Internet-based Survey Design: Principles from a Thai Experimental Study

Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007), 2007

In recent years with the increasingly world-wide introduction of the Internet, the use of online ... more In recent years with the increasingly world-wide introduction of the Internet, the use of online questionnaires has increased dramatically. However in Thailand, there has been only very limited systematic research on web-based survey, including for Thai undergraduates who are the biggest group of Thai Internet users. The particular characteristics of the Thai language (e.g. no capital letters, no break between

Research paper thumbnail of Mobile learning: Major challenges for engineering education

2008 38th Annual Frontiers in Education Conference, 2008

There is a high demand for engineers to design, produce and develop mobile learning (mLearning) t... more There is a high demand for engineers to design, produce and develop mobile learning (mLearning) technology. However, there are only a limit number of courses which fully present the correct pathway to develop and construct mLearning courseware. This paper is a report based on documentary research and a needs assessment survey of mLearning, the whole concept being, in many ways, a work in progress, pending general adoption. The survey aims to explore how university students consider mLearning and how mLearning would be suited to their needs. The outcome of the survey reveals many crucial elements that should be applied to create a new curriculum in the engineering area. The participants of the survey were 296 university students in Thailand. The majority of respondents were Thai (91.2%). Almost all (97.4%) of the participants who would pay for mLearning courses believed that mLearning would enhance their present learning capabilities. MLearning will assuredly be accepted in the future, since 96.6 per cent of university students stated they wanted to use mLearning if they can access the material with no charge. The proposed mLearning sciences and technology program can be structured into three main areas: wireless technology, mobile education and application management.

Research paper thumbnail of Internetbased Survey Design for University Web Sites: A Case Study of a Thai University

School of Global Studies, Social Science and …, 2007

Research paper thumbnail of Foresight e-Learning Platforms: Insights from a Thai Survey

International Journal of Information and Education Technology, 2017

Instant messaging applications on electronic devices such as smart phones and tablet computers is... more Instant messaging applications on electronic devices such as smart phones and tablet computers is reshaping communication around the globe. This phenomenon is arguably destined to lead to a conduit of prominence and dominance for e-learning delivery. The first objective underpinning this paper was to investigate the behaviour of Thai internet users through data obtained from an extensive online self-administered survey. The second focus was to investigate the level of compliance specifically relating to the internet users' acknowledgement of the "terms of service" which precludes children under thirteen being members or participating. The results that were obtained from 819 survey respondents reinforced the consensus that there was a disturbing misuse of social network applications on mobile devices in particular in terms of overuse. Among the participants, 61.4 per cent were female. Persons aged 11-20 years were the most prominent group of participants (36.4%). Persons aged 21-30 years represented 23.9 per cent with the remaining group being over 30 years of age (39.7%). Urban and rural respondents were almost balanced (52% and 48% respectively). The findings reconfirmed that surfing social networks was the most popular mobile phone activity for both female and male respondents. This research showed that less than one out of four (23.9%) of Thai internet users knew that a child under 13 was not allowed to apply for a Facebook account. Interestingly, the younger users under the age of 13 years knew that it was illegal to be social network members but the older users were unaware of this regulation. The inconsistencies between each demographic group will be discussed in detail. The research findings reflect numerous and significant complexities that may impact on the digital learning of Thai citizens from numerous perspectives.

Research paper thumbnail of Ict & Nursing Informatics Skills in Cyprus’ Universities Undergraduate Nursing Curricula

ICERI2015 Proceedings, 2015

Research paper thumbnail of Teaching English with augmented reality technology: evaluative feedback of elementary school students

Parkroyal, Kuala Lumpur, Malaysia., 2015

Research paper thumbnail of Internet-based Survey Design for University Web Sites: a Case Study of a Thai University (Dissertation)

The Royal Melbourne Institute of Technology University, Victoria, Australia, 2007

In recent years with the increasingly world-wide introduction of the Internet, the use of online ... more In recent years with the increasingly world-wide introduction of the Internet, the use of online questionnaires has increased dramatically. However in Thailand, there has been only very limited systematic research on web-based design in Thailand, includin

Research paper thumbnail of Trends and directions of technology in elementary schools under the Bangkok metropolitan administration

Paper presented at the Fifth TCU International E-learning Conference 2014 “Overcome the Uncertainty of Technology in Education”, 2014

The future can be forecast from a decision based on current knowledge in relation to the trends a... more The future can be forecast from a decision based on current knowledge in relation to the trends and directions of computer technology implementation in a school. It depends frequently on the influence of administrators and their knowledge level. It is crucial to study the demand and the confidence level of e-learning implementation in the schools from an administration perspective. In 2013, a group of 120 school administrators attended a seminar workshop on e-learning at a university in Bangkok, Thailand. Fifty-six participants returned the questionnaire. The survey elicited level of their interest towards a combination of instructional approaches and computer technology. The research results are presented in this paper and outline the different levels of their interest towards each computer-technology application. The questionnaire contained questions regarding the potential of e-learning implementation based upon the available infrastructure in their schools. The results showed that e-learning was considered to be an education tool where implementation was not seen as problematic and it was likely to be an addition to the education offerings in schools. The survey also found that social networking was influential among schools, parents and students in relation to the potential benefits of e-learning implementation in schools. The survey indicates that the demand and confidence levels of e-learning implementation at the schools under Bangkok Metropolitan were rated at a high level.

Research paper thumbnail of Introducing augmented reality for education purposes

The 7th International Conference on eLearning for Knowledge-Based Society, 2010

This article is an introduction to Augmented Reality technology for educational purposes whose ai... more This article is an introduction to Augmented Reality technology for educational purposes whose aim is to provide a superior learning experience. Its main objective is to act as a starting point for anyone interested in researching or using Augmented Reality for educational purposes which can be simply defined as an interactive 3D environment which links physical reality and the virtual world by Radio Frequency Identification (RFID). Augmented Reality will be widely used within the near future. This paper describes many projects of Augmented Reality which support educational projects in both on-line and off-line modes. The paper also includes information of how augmented reality works in different environments. Its future directions and areas requiring further research are discussed.

Research paper thumbnail of E-Assessment: an E-Business Enabler in Higher Education

Research paper thumbnail of Best Practices to Form Online Multi-Users Virtual Enviromments for Education in Developing Countries

ABSTRACT The main purpose of this paper is to present draft guidelines for best practice to form ... more ABSTRACT The main purpose of this paper is to present draft guidelines for best practice to form online Three Dimensional (3D) Multi-Users Virtual Environments (MUVE) for education in developing countries. The researcher has introduced Second Life (SL) to graduate students in Bangkok for educational purposes. The best practices refined from relevant documents and research results are presented under four aspects of its management: human, instruction, technology and social (HITS model). The situation in Thailand is similar to other developing countries where the capital city has good and sufficient infrastructure but most people find it more convenient to use the national language rather than English. The obvious barrier, namely, insufficient Internet bandwidth when accessed online 3D MUVE has been found as one of the fundamental issues.

Research paper thumbnail of The Convergence of Augmented Reality and Education The Seed Shooting Game: An Augmented Reality 3D Pop-up Book

The Second International Conference on E-Learning and E-Technologies in Education (ICEEE2013), 2013

Research paper thumbnail of Redesign principles of game-based learning: expectations from stakeholders in a developing country

Paper presented at the 8th European Conference of Game-based Learning (ECGBL2014), 2014

The attraction of game-based learning is strong as the educational experience is immediately grat... more The attraction of game-based learning is strong as the educational experience is immediately gratifying and rewarding which inspires, challenges and engages young people. This paper examines two main aspects of principles in redesigning game-based learning in both school and out-of-school contexts. In 2011 Thailand was Southeast Asia’s biggest online game market. In 2012, the Thai government implemented the one-tablet-per-child project which allocated almost one million tablets to Grade One students nation-wide. The prime stakeholder groups involved in game-based-learning in Thailand have been students, parents and teachers. These three groups held different perspectives towards the advantages and disadvantages of game-based learning but all shared the same goal which was to stimulate an enhanced learning approach among learners. This study outlines the survey and interview results which investigated perceptions and anxieties toward game-based learning. This self-administered Internet-based survey yielded 236 responses. Just over half (53.4 per cent) were teachers. Almost two fifths (39.8%) were students which included elementary, secondary and university students while 6.8 per cent were parents. The statistical measures used to present the quantitative data were the frequency tables and the f-test. The qualitative data was derived from an open-ended question and face-to-face interviews. The diverse responses to game-based learning among the three groups of participants are discussed in detail.

Research paper thumbnail of eLearning on social network sites: a disruption of learning management systems from Thai students' perspectives

International Journal of Business and Globalisation, 2021

The purpose of this paper was to examine the attitudes of Thai higher education students towards ... more The purpose of this paper was to examine the attitudes of Thai higher education students towards eLearning incorporating social network sites using an online self-administered survey and standard statistical analysis. This online survey resulted in 389 valid responses. The attitude towards using eLearning on social network sites was positive. The research found a statistically significant difference in the attitudes of both genders with the Thai males scoring higher than the Thai females though both were positive. There was a statistically significant difference in attitude for participants who had varied experiences using eLearning. Participants who were experienced in both formal and informal eLearning formats showed a more positive attitude towards eLearning on social network sites as opposed to participants who used either formal or informal eLearning formats only. This research findings shed light on a disruption to learning management systems in the era of social networking with implications beyond Thailand.

Research paper thumbnail of Development of an ELearning Model to Facilitate Internal Communication

Information Systems & Economics eJournal, 2018

The goal of this research was to develop a conceptual model for elearning as a supporting tool fo... more The goal of this research was to develop a conceptual model for elearning as a supporting tool for business process management. A mixed methods case study was used to evaluate and test an elearning model in a case study firm. The case study focused on internal communications processes and procedures, which was a specific issue of the case firm. The elearning model was developed through a combination of preliminary testing and expert review, which identified eight elearning characteristics that ultimately led to process knowledge (internal communications effectiveness) through perceived usefulness, user satisfaction and knowledge transfer. Following an organizational training intervention, the model was retested. This retesting demonstrated that the conceptual framework reliably measured internal communication effectiveness. The implication of these findings is that elearning is an effective tool for supporting business process management and that specific characteristics of elearnin...

Research paper thumbnail of Psychological impact of e-learning on social network sites: online students’ attitudes and their satisfaction with life

Journal of Computing in Higher Education

This paper reports on the findings of a study pertaining to the psychological impact of e-learnin... more This paper reports on the findings of a study pertaining to the psychological impact of e-learning on social network sites. The findings have resulted by means of a correlational analysis between attitude towards e-learning on social network sites and satisfaction with life of students experienced with e-learning experiences. It was based on an online survey of 607 valid responses with elearning experiences gathered from 896 online respondents. The gender profile was balanced (males 50.7% and females 49.3% respectively). The analysis found that students who had experience of e-learning on social network sites also had a positive score on the Satisfaction with Life Scale (females 4.40 out of 6, SD = 0.91 and males 4.38 out of 6, SD = 0.9). The attitudes towards e-learning were also positive (female 4.34 out of 6, SD = 1.0 and male 4.12 out of 6, SD = 1.2). The relationship between e-learning attitudes and satisfaction with life was investigated using the Spearman Rank Order Correlation (rho) statistic. The research data shows a significant positive association between attitudes towards e-learning and satisfaction with life by females and males.

Research paper thumbnail of A Proposed Bring Your Own Device eLearning Framework for Private Secondary Schools in Dubai, UAE

Indian Journal of Science and Technology

Research paper thumbnail of The Seed Shooting Game: An Augmented Reality 3D pop-up book

2013 Second International Conference on E-Learning and E-Technologies in Education (ICEEE), 2013

ABSTRACT The purpose of this research paper was to demystify: 1) a convergence of Augmented Reali... more ABSTRACT The purpose of this research paper was to demystify: 1) a convergence of Augmented Reality (AR) technology as an educational multimedia and instructional design principles and 2) a divergence of learning outcomes and findings based upon the utilization of Augmented Reality 3D pop-up book, namely The Seed Shooting Game. This AR 3D pop-up book employed a storytelling technique for teaching English as a foreigner language for Year Three students, in Bangkok, Thailand. The population of this quasi experimental research was 484 Year Three Thai students who were studying in the second semester of 2011. 99 students were derived from purposive selection method as the samples. The statistics used to present data of this current paper were mean, standard deviation, t-test and bivariate correlation. This innovation was designed for blended learning environment which combined electronic curriculum material in traditional teaching mode. The research results presented the divergence between pre-test and post-test score of participants, the diversity of satisfaction levels of students who studied in this blended learning environment. This paper also presented the correlation between achievement and satisfaction towards to the developed curriculum material which reflected the confident to use AR technology for education in future.

Research paper thumbnail of Augmented Reality 3D pop-up children book: Instructional design for hybrid learning

2011 5th IEEE International Conference on E-Learning in Industrial Electronics (ICELIE), 2011

Research paper thumbnail of Transforming Classrooms through Game-Based Learning

International Journal of Game-Based Learning, 2015

This article reports an exploratory study which investigated attitudes towards the practice of ga... more This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents were female (59.2% or N=100 females and 40.8% or N=69 males). Slightly more than half (55.6%) of the participants were elementary, secondary and university students. An additional second group of thirty-five per cent (N=59) were teachers who were in charge of STEM educational programs. Almost one tenth (9.5%, N=16) were parents. Frequency tables were used to analyze the quantitative data. The qualitative data was derived from a single open-ended question. The study found some divergent opinions that are useful in considering game-based learning for STEM education in Thailand. The overall average attitude towards the usage of game-based lear...

Research paper thumbnail of Internet-based Survey Design: Principles from a Thai Experimental Study

Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007), 2007

In recent years with the increasingly world-wide introduction of the Internet, the use of online ... more In recent years with the increasingly world-wide introduction of the Internet, the use of online questionnaires has increased dramatically. However in Thailand, there has been only very limited systematic research on web-based survey, including for Thai undergraduates who are the biggest group of Thai Internet users. The particular characteristics of the Thai language (e.g. no capital letters, no break between

Research paper thumbnail of Mobile learning: Major challenges for engineering education

2008 38th Annual Frontiers in Education Conference, 2008

There is a high demand for engineers to design, produce and develop mobile learning (mLearning) t... more There is a high demand for engineers to design, produce and develop mobile learning (mLearning) technology. However, there are only a limit number of courses which fully present the correct pathway to develop and construct mLearning courseware. This paper is a report based on documentary research and a needs assessment survey of mLearning, the whole concept being, in many ways, a work in progress, pending general adoption. The survey aims to explore how university students consider mLearning and how mLearning would be suited to their needs. The outcome of the survey reveals many crucial elements that should be applied to create a new curriculum in the engineering area. The participants of the survey were 296 university students in Thailand. The majority of respondents were Thai (91.2%). Almost all (97.4%) of the participants who would pay for mLearning courses believed that mLearning would enhance their present learning capabilities. MLearning will assuredly be accepted in the future, since 96.6 per cent of university students stated they wanted to use mLearning if they can access the material with no charge. The proposed mLearning sciences and technology program can be structured into three main areas: wireless technology, mobile education and application management.

Research paper thumbnail of Internetbased Survey Design for University Web Sites: A Case Study of a Thai University

School of Global Studies, Social Science and …, 2007

Research paper thumbnail of Foresight e-Learning Platforms: Insights from a Thai Survey

International Journal of Information and Education Technology, 2017

Instant messaging applications on electronic devices such as smart phones and tablet computers is... more Instant messaging applications on electronic devices such as smart phones and tablet computers is reshaping communication around the globe. This phenomenon is arguably destined to lead to a conduit of prominence and dominance for e-learning delivery. The first objective underpinning this paper was to investigate the behaviour of Thai internet users through data obtained from an extensive online self-administered survey. The second focus was to investigate the level of compliance specifically relating to the internet users' acknowledgement of the "terms of service" which precludes children under thirteen being members or participating. The results that were obtained from 819 survey respondents reinforced the consensus that there was a disturbing misuse of social network applications on mobile devices in particular in terms of overuse. Among the participants, 61.4 per cent were female. Persons aged 11-20 years were the most prominent group of participants (36.4%). Persons aged 21-30 years represented 23.9 per cent with the remaining group being over 30 years of age (39.7%). Urban and rural respondents were almost balanced (52% and 48% respectively). The findings reconfirmed that surfing social networks was the most popular mobile phone activity for both female and male respondents. This research showed that less than one out of four (23.9%) of Thai internet users knew that a child under 13 was not allowed to apply for a Facebook account. Interestingly, the younger users under the age of 13 years knew that it was illegal to be social network members but the older users were unaware of this regulation. The inconsistencies between each demographic group will be discussed in detail. The research findings reflect numerous and significant complexities that may impact on the digital learning of Thai citizens from numerous perspectives.

Research paper thumbnail of Augmented Reality 3D Pop-up Children Book: Instructional Design for Hybrid Learning

Augmented Reality is one of the futuristic technologies that will be universally used given its p... more Augmented Reality is one of the futuristic technologies that will be universally used given its potential and fascination. The innovation underpinning this research is the Augmented Reality 3-Dimentional pop-up book namely “the Seed Shooting Game”, for Grade three students, in Bangkok, Thailand. This Augmented Reality (AR) 3D pop-up Book employed a research and development process through storytelling technique. This research article, describes what AR is, reports on the completed research, which focuses on instructional design process of a hybrid learning research on the utilization of Augmented Reality as an effective teaching resource. Hybrid learning draws in aspects of different learning styles. The first part of this article outlines the instructional design experience for analysis of a simple example of AR as a teaching tool. The second part demonstrates design, development and implementation of the AR 3D pop-up book which is the major tool upon which the research is based. The last part provides an insight into what was done using AR and provides pictures and captions enabling the reader to place this example of AR in perspective and understand it more clearly using the Seed Shooting Game story, a children’s Augmented Reality book. It can be used in both online and off-line modes. The developed AR media is an “edutainment” in multimedia format consisting of: text, voice, graphic, animation and interaction. The major findings support the high interest of integration of new technology and educational theory in the hybrid learning environment. From the response of the students in this limited study, circumstances indicate that demand for AR will increase exponentially. However like all education the instruction technology innovation of AR needs to be researched and developed to enhance quality of education.

Research paper thumbnail of Augmented Reality for Teaching English as a Second Language