จำนวน Repository ( 149 )
พฤติกรรมการเลือกใช้สื่อการเรียนการสอนภาษาไทยออนไลน์ของนักศึกษาจีน ที่เรียนสาขาวิชาเอกภาษาไทยในกรุงเทพมหานครและปริมณฑล
online media has increased. At the same time Chinese students opportunities to learn Thai through real-life experiences in Thailand are limited by such circumstances. Chinese students need more online Thai teaching media to improve their language skills. Therefore the researcher is interested in studying the use of Thai language teaching and learning online media of Chinese learners. A questionnaire was used to collect data form Chinese Learners with Thai Major in Bangkok and Rural Areas. The results are as follow: Smart Phone is the most use device for use online media. Google translate application is the most use online media. The mostly of participants use online media for translation and interpretation. The mostly of participants choose and use their own decision after familiar with media. And the top three most common media usage problems are: First lack of concentration in online class. Second the content of Thai language teaching and learning online media is insufficient to meet expectations. Third the translation application cannot be translated correctly. From the in-depth interviews it was found that The most satisfying online Thai teaching medium is Zoom. The characteristics of Thai online teaching media that are most satisfied with the use are ease of use. And The most important factor in choosing online Thai language teaching materials is the accuracy of the information.
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.
ปัจจัยที่มีผลต่อประสิทธิภาพการทำงานระบบทีม ของกีฬาหมากล้อมไทย
This research aims to study the level of fundamental factors in the composition of teamwork the training and team system performance factors of Thai go chess sports and the factors affecting the efficiency of teamwork of Thai go chess. It was a quantitative method doing a survey research. The sample group consisted of 286 members from the Thai go chess Association of Thailand. The research study tool was a questionnaire. The statistics used were frequency percentage mean standard deviation and Multiple Regression Analysis. The result of the study showed that 1) factors in the composition of teamwork are like team leader team member and teamwork were at the highest level. 2) Training factors including planning implementation and evaluation were very high and the issue at the highes level was the assessment of necessity. 3) The efficiency of the teamwork of Thai go chess highly depends on creativity and continuous improvement at the highest level and high-level issues are communication cooperation and coordination. 4) The essential factors in the composition of teamwork affecting efficiency teamwork of Thai go chess including team members and operating systems are at a statistically significant level of 0.01 5) Training factors that significantly affect the efficiency of teamwork of Thai go chess include assessment planning operation and evaluation at a statistically significant level of 0.01
การพัฒนาหุ่นยนต์ปัญญาประดิษฐ์สำหรับการเรียนการสอนภาษาอังกฤษแบบบูรณาการด้วยเทคโนโลยีดิจิทัลและการฝึกปฏิบัติจริงสำหรับนักศึกษามหาวิทยาลัยเทคโนโลยีราชมงคล
Teaching and learning in the 21st century is not as focused on lecture notes as in the past. Students must listen to the teacher and answer exactly as the teacher teaches but emphasizes as the instructor is a coach or a facilitator is not a teacher that teaches only and must be organized Learning for change (Transformative Learning) is learning to make changes within oneself including worldview affective attributes cognitive attributes and behaviors (psychomotor attributes) is to change dramatically complete in all aspects it is a change known as the Holistic Change” (Thitirat Raksasri 2019). Learning with digital technology is considered a learning style suitable for the new generation. Because it is a model that can use technology to be useful in teaching and learning both inside and outside the classroom. Result in new learning styles such as massive open online courses (MOOCs) or other learning channels such as video computer games social media and audio media (OKMD 2019). It is therefore a good opportunity for students to be able to choose a learning style that is suitable for themselves. According to a study by Jiratan Prayaruwong (2019). It was found that learning English using digital media technology allows learners to develop and develop proficiency in English. It can be used to study and search for knowledge and information by oneself in the 21st century and achieve complete and effective lifelong learning skills. Therefore teaching and learning English integrated with digital technology and practical training it is a suitable idea for the development of English communication skills of Thai youth in the 21st century and in line with the education reform policy the national strategy for the development and enhancement of human resource capacity of Thailand at present (Nattaphon Teepsuwan 2019).
การพัฒนาแอปพลิเคชัน 3 มิติ สำหรับการเรียนการสอนภาษาอังกฤษแบบบูรณาการด้วยเทคโนโลยีดิจิทัลและการฝึกปฏิบัติจริง
It is a must for Thai citizens in this digital era to be able to absorb internationalization skills to survive in the connected world. The study entitled The development of a 3D application for teaching English with integrated digital technology and practical training aims to develop a 3D application for integrated English teaching with digital technology and practical training. Academic literature about 3D application systems the achievability of problems and instructional system design frameworks were reviewed. Additionally in- depth interviews were conducted with 10 key informants using a snowballing technique. The informants were English-teaching experts teachers and social science students. The main findings from the in- depth interviews revealed that most participants did not use HMD VR to learn and practice English language skills while traditional styled teaching was used more often. There had not been much technology-integrated learning compared to language- related games and applications were used. Moreover VR was not applied much to English learning. Accordingly with the devices of Unity Oculus Blender and C# language the development of 3D applications for teaching English with practical training has been developed as an appropriate and optional tool for Thai students with an educational opportunity in English communicative skill practice in the virtual world and accessibility to the useful technology.