จำนวน Repository ( 14 )
เกมปรากฎการณ์ของโลก
This special project is 1) to develop World Phenomena Game for Grade 3 students 2) to measure knowledge after using World Phenomena Game and 3 ) to study user satisfaction after playing World Phenomena Game. In this study an offline ADVENTURE RPG personal computer game was created and validated by 3 professionals with medium level. Then the game was put to test with a sample group of 10 Satrivoranart Bangkhen School’s Grade 3 students. Quiz and questionnaires were distributed to collect student’s knowledge and satisfaction. During data analysis a attest was performed with t-Test = 1.83 p=0.05. indicated that student knowledge after playing game was statistical higher than their knowledge before playing game Furthermore overall user satisfaction was at high level (𝒙̅=4.30 : SD=0.90).
เกมมอนสเตอร์เวิลด์ความจริงเสมือน
The objectives of this study were 1) produced a virtual reality monster game 2) Evaluate the suitability of the virtual reality monster’s world game and 3) Evaluate the player satisfaction of the virtual reality monsters World game using. There were two groups of samples the first were a group of 3 qualified experts divided into VR experts character design and print media. The second sample was a group of virtual reality Monster World game players aged 18-39 years. People who like VR games fear that people who have never played VR games such as those over 40 may have motion sickness or severe dizziness. The age limit for people who had never played VR and the recognition of people with shock due to heart disease were obtained using a specific method of a questionnaire. Analyzing the data for mean and standard deviation. The results showed that the overall assessment result was at the appropriate level (𝒙̅ =3.85 S.D.=0.56) and the printed media assessment result was at the high level with a bad value (𝒙̅ = 4.38 S.D.=0.47) result. Of the players who were satisfied with the Monster World game the evaluation results were in the appropriate level (𝒙̅=4.38 S.D.=0.56).
การพัฒนาเกมกระดานการบริหารวิกฤตการณ์สำหรับองค์การธุรกิจ
The main objective of this study was to develop crisis management board game for corporations. This study collected data from 103 participants who worked for corporations in Thailand to be utilized as a confirmation for the importance of crisis management board game development. Also this study synthesized and analyzed related concepts of board game design and crisis management to develop the prototype of crisis management board game. Results indicated that the first prototype of crisis management board game contains five distinguished situations in which players are required to choose the appropriate crisis response in orderly. Findings indicated that the appropriate players for this board game were limited to 4 players and required a person to be facilitator of this game. The playing time about one hour. Players are required to play crisis manager role to make decision what actions should be done first and last in order. The accurate order of crisis response provides proper score for the players in each round. The winner of this game is the player who has received the highest score at the end of the game.
การพัฒนาสื่อการสอนโดยใช้เกมเป็นฐาน สำหรับการเรียนรู้เรื่องการเลือกซื้ออาหาร ของนักเรียนระดับชั้นมัธยมศึกษาตอนต้น
The objectives of this research were 1) to create a game-based teaching media for learning about food selection among junior high school students. 2) To compare the learning achievements of lecture- based teaching with game- based teaching. And 3) to study the satisfaction of junior high school students with game- based teaching materials for learning about food selection. The sample consisted of 34 students studying in Mathayom 2 at Nawaminthrachinuthit Suankularb Wittayalai Samutprakarn School academic year 2022. The samples were selected using Cluster Random Sampling method. The instruments used in the research were the media quality assessment and student satisfaction assessment. The statistics used to analyze the data were mean standard deviation and t-test. The results of the research were as follows: 1) the creation of game-based teachingmedia for learning about food selection found that the suitability of teaching materials as a whole was of a very good quality while the content aspect was also at a very goodlevel and in terms of educational technology the quality was very good in all aspects. 2) The comparison of middle school student learning achievement after using method of lecture-based and game-based for learning in terms of buying food selection. It found out that the learning achievement after using between lecture- based and game- based were different as the statistic level of .05 which lecture-based achievement was lower than thestandard. While using game-based teaching was higher than the standard. 3) To study the satisfaction of junior high school students towards teaching media using games- based instructional media for learning about food selection it was found that the satisfaction of the learners on the teaching media in terms of content was at a good level. As for the media aspect of the game- based format it was at a very good level and the benefitsreceived from the media were at a very good level.
การพัฒนาสื่อเกมแอนิเมชัน 2 มิติเพื่อประชาสัมพันธ์การท่องเที่ยวกรุงเทพมหานคร เรื่อง “เกมท่องกรุง”
The objectives of this study were to Development of Game Animation 2D to promote Bangkok. Game Tong Grung to assess the appropriateness of 2D animation game media for public relations titled Game Tong Grung and to assess the audiences satisfaction with the media of 2D animated games to promote the story. Game Tong Grung using 2 sample groups including 3 experts to evaluate suitability divided into qualified graphic design and programmers and games and group of 1 0 0 domestic tourists visiting Bangkok in the year 2021 aged 15-35 years were obtained by using a specific selection method. by using questionnaires to collect data Statistical dataanalysis was mean and standard deviation. The results showed that the Development of Game Animation 2D to promote Bangkok. Game Tong Grung game overall satisfaction was at a high level (=4.20 S.D.=0.53). Players of the Game Animation 2D. “Game Tong Grung” game had overall satisfaction was at a high level (=4.4 7 S.D.=0.55).