จำนวน Repository ( 3447 )

ปัจจัยที่ส่งผลต่อการตัดสินใจซื้อผลิตภัณฑ์ด้านความงาม ในร้านค้าปลีกแบบมัลติแบรนด์ของผู้บริโภคเจเนเรชันวาย
ปัจจัยที่ส่งผลต่อการตัดสินใจซื้อผลิตภัณฑ์ด้านความงาม ในร้านค้าปลีกแบบมัลติแบรนด์ของผู้บริโภคเจเนเรชันวาย

This research was a quantitative research. The purposes of this research were 1) to study demographic characteristic affect on purchasing intentio n of beauty products in Multi-Brand Store 2) to examine online marketing communication affects on purchasing intention of beauty products in Multi-Brand Store and 3) to examine Brand Equity affects on purchasing intention of beauty products in Multi-Brand Store. The data were collected 400 samples who were customers to purchase products through in Multi-Brand Store. The statistical methods used to analyze data were frequency percentage mean standard deviation one-way analisis of variance and enter multiple regression analysis with a statistical significance level of .05. The results showed that: most of the respondents were female (69.50%) the age between 27-32 years (58. 30 %) education of bachelor’s degree (77. 5 0%) business of employee (56.80%) and average monthly income between 15001 – 30000 baht (61. 00 %). Diffenct Demographic characteristics included gender age career and average monthly income had purchasing decision intention of beauty products in Multi-Brand Store with statistically significant at the .05 level. Marketing mix affects on purchasing decision intention of beauty products in Multi-Brand Store with statistically significant at the .05 level with the two affects including product increased (17.80%) price increased by 22.10 percent. Brand equity affects on purchasing decision intention of beauty products in Multi-Brand Store with statistically significant at the .05 level with the two affects including brand awareness increased by 3 0 . 3 0 percent and brand associations increased by 33.30 percent

2564
หนังสือแรงบันดาลใจคอสเพลย์
หนังสือแรงบันดาลใจคอสเพลย์

This special project has purposes to 1) To study factors that inspire people to cosplay 2) To create the book and e-book of cosplay inspiration 3) To study people’s satisfaction over the book and e-book of cosplay inspiration and applying the working method for the future use. From this study we found factors that inspire people to cosplay which are 1) watching cartoons and playing video games 2) other people’s persuasion to cosplay with them 3) studying from other Thai and foreign cosplayers 4) joining cosplay activity and other factors. From the survey of satisfaction that we analyzed statistically we found that readers have high satisfaction rate with the average 4.76 (SD=0.57).

2564
เรือโบราณเพชรบุรีเบรเมน ในรูปแบบสื่อเสมือนจริง
เรือโบราณเพชรบุรีเบรเมน ในรูปแบบสื่อเสมือนจริง

The objective of this study is to create 360 degrees of virtual environment in the sinking of the Phetchaburi Bremen. In the form of virtual reality media and studying satisfaction with the virtual reality media of the sinking Phetchaburi Bremen by using sample groups of 50 people who tried the virtual reality media of the sinking Phetchaburi Bremen. The statistics used for data analysis were average standard deviation and percentage. The results showed that the ancient Phetchaburi Bremen in the form of virtual reality media and the sample groups were satisfied with the virtual reality media of the sinking of the Phetchaburi Bremen. The over-all of the media is at the highest level with an average of 4.72

2564
การ์ดเกม “โรงเรียนของเราน่าอยู่วิทยาคม” เพื่อลดปัญหาในการเรียนรู้
การ์ดเกม “โรงเรียนของเราน่าอยู่วิทยาคม” เพื่อลดปัญหาในการเรียนรู้

Card Game for Reducing Learning Problem was a project to reduce learning problem that aims to develop a card game Rong-rean-kong-rau-na-you (means Happy School). This card game intends to reduce school bullying and raise player’s awareness of this issue. The final product of this project is a set of card game. The game was put to trial players and collected players satisfaction. Results show that a sample of 40 players selected by convenient sampling method has an overall satisfaction score at high level (X̄ = 3.83). In addition 1) card game suitability 2) pleasant card appearance and 3) playing recurrence are players’ 3 most satisfied aspects at high level with average score of 3.85 3.82 and 3.77 respectively. This study also found 30 percent of respondents encountered with bullying situations in the card game before (X̄ = 3.83 SD = 0.07).

2564
การพัฒนาสื่อเสริมการเรียนรู้แบบโต้ตอบในวิชาภาษาจีน
การพัฒนาสื่อเสริมการเรียนรู้แบบโต้ตอบในวิชาภาษาจีน

This study aims to develop interactive learning interactive Chinese modern andeasier to understand. To increase student achievement before and after learning. And satisfaction of learners with interactive learning interactive learning in Chinese. The samples to compare student achievement before and after learning and satisfaction of students in the ninth grade at one school Photisarn Pittayakorn. Phuttamonthon 1 Bang Bang Ramat Bangkok 2 classrooms of 36 people divided into two groups: a control group and an experimental group of 18 people 18 of them using a questionnaire to collect data. The statistics used for data analysis were frequency percentage mean standard deviation. And t test (t-Test) results showed that: 1) the development of interactive learning interactive Chinese modern and more easily understood 2) achievement after learning with the learning materials. interactive Chinese learning higher than before and 3) the students are satisfied with the media in an interactive learning Chinese at a high level.

2564