จำนวน Repository ( 145 )

รูปแบบการจัดกิจกรรมการเรียนรู้เพื่อการพัฒนาคุณภาพชีวิตของผู้สูงอายุ โดยใช้โรงเรียนผู้สูงอายุเป็นฐาน
รูปแบบการจัดกิจกรรมการเรียนรู้เพื่อการพัฒนาคุณภาพชีวิตของผู้สูงอายุ โดยใช้โรงเรียนผู้สูงอายุเป็นฐาน

This research is a Qualitative Research in the form of Case Study which aims to analyze learning activities and learning activities model to improve the life quality of the elderly by using schools as a base. This focuses on collecting data from indepthinterviews individually from 15 major informants including group discussionswith related 12 representatives from elderly schools who are the master and haveoutstanding learning activities. The elderly schools include the Elderly School of Plubplachai Sub-district U Thong District Suphan Buri Province the Elderly School of Tumbon Nonglan Tamaga District Kanchanaburi Province and the Elderly School of Yannawa District Bangkok. In addition observation and field notes are used in collecting data. The data was analyzed by using content analysis and occurring phenomena descriptive analysis The results indicated that things to consider about learning activities for improving the quality of life of the elderly by using schools as a base include (1) the background of the elderly school (2) Purpose or intention of learning management (3) the elderly school learning content or curriculum (4) Process patterns or methods of learning management (5) Assessment or impact. These are diverse under the concept of establishing an elderly school and the learning activities are organized by the interests of the elderly and those activities are important for their livelihood. There are 2 characteristics of the learning activity model for improving the quality of life of the elderly which are (1) It is a learning activity model with institution curriculum and lessons. The activity is an activity that encourages networks in community to be speakers to transfer knowledge or lecture and practice via various learning tools. (2 ) It is a learning activity model of the villagers. It is an alternativeactivity for learners. It is an empirical learning model that is demonstrated and then acted such as career development activities ones own well-being activities and other activities. Moreover there are other learning activity models i.e. (1) It is a learning activity model based on what should be known about current lifestyle and world society. (2) It is a learning activity model based on what must be known about benefits and protection. (3) It is a learning activity model based on curious things which response to learning needs based on learners life and cultural basis of the local community. The result of this research is to be a guideline in order to promote operations and enhance the potential of the elderly that are suitable to the context of the area group and expand the learning management by using the elderly school as a base.

2564
การพัฒนาสื่อการเรียนการสอนวิชาประวัติศาสตร์ ชั้นประถมศึกษาปีที่ 4
การพัฒนาสื่อการเรียนการสอนวิชาประวัติศาสตร์ ชั้นประถมศึกษาปีที่ 4

The purposes of this research were to develop learning and teaching media on history primary 4 and study the satisfaction of the viewers who watched the media Development of media infographics in the form of fire parallax And can be used for the most benefit Population groups used in this project study are People who watch the media develop media infographics in the form of parallax on fire. Were selected by random selection of 30 people. The study found that the Development e-learning for history primary 4. The media satisfaction is at a high level.

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