จำนวน Repository ( 5 )

Needs to solve the problem Of the online games and internet of young people in du tai municipality,nan
Needs to solve the problem Of the online games and internet of young people in du tai municipality,nan

The purposes of this research were to 1) study attitude 2) study youngsters’ needs 3) study effects and problems and 4) study ways to prevent and solve youngsters’ online games and Internet addiction problems. The samples consisted 200 people. Tool were questionnaires and questionnaires for interviews. The statistics used in data analysis were percentage mean and standard deviation. The findings were as follows: 1.Most parents and guardians knew Online games and Internet but never used them. Most of them thought had negative effect learning and disadvantages. 2.Youths knew Online games and Internet since they were below 12 years old and they played them for 1 to 2 hours per day at internet shops. The Pb games was most played. Facebook was the website which youngsters most used. 3.Youths accepted that Online games and Internet caused expenditure of money being without friends irritability and lack of waiting behavior. They gave their opinions that youth age as well as Online games and Internet time should be limited. 4 the ways to prevent and solve problems wars as follows: Family must generate immunity for children by fostering them and providing them with quality time Teachers must support their students to do creative and enjoyable activities in various school clubs. Game Online owner must attend moral in order to have responsibility and moral consciousness of the society and Youths must have self-control and discipline must manage time limit.

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รูปแบบการจัดการแข่งขันกีฬามหาวิทยาลัยเทคโนโลยีราชมงคลแห่งประเทศไทย
รูปแบบการจัดการแข่งขันกีฬามหาวิทยาลัยเทคโนโลยีราชมงคลแห่งประเทศไทย

The purpose of this study was to investigate organization model of Rajamangala University of Technology Games of Thailand. Samples were 15 persons from the Executive Board of Rajamangala University of Technology Games of Thailand and specialists in sport management from various sport organizations. Questionnaire research instrument constructed by the researcher was used to collect data by Delphi technique. The data were then analyzed into frequency percentage median and inter-quartile range. It was found that: Appropriate organization model of Rajamangala University of Technology Games of Thailand should be divided into 7 aspects. The aspect details were: 1. OBJECTIVES: Objectives of games should be to develop students and personnel to be fit and healthy to show good spirit team-work self discipline and dedication; to promote conserve and develop Thai sports. 2. SCHEDULING AND MANAGEMENT: The games should be held annually for 8 days this should include Opening and Closin ceremony; method of competitive organizing in each sport should be in accordance with fixed time and according to international sport standards. Additionally current rules of sport associations of Thailand should be used. 3. THE NUMBER OF SPORTS: The number of sports should not be less than fifteen types and not more than twenty sports from four different groups of sport. Five from Required Sports: athletics swimming football basketball and volleyball. Eight from Elective International Sports i.e. Olympic Games Asian Games SEA Games or World University Games. One each from General Elective Sport and Thai sport. 4. PLAYERS: Players should be students who had already registered to study in the year of sport organizing. They should be players for only one university and were amateur players under the jurisdiction rules of Sport Authority of Thailand. They should have grade point average (GPA) not less than 2.00.5. HOST: The host university should prepare medals and certificates for champion and the two runner-ups. The Executive Board of Rajamangala University of Technology Games of Thailand should give rewards to the players who post a new record. 6. BOARDs: The board of Rajamangala University of Technology Games of Thailand should be comprised of two boards; the Executive Board and the Organizing Committee 7. EVALUATION: Rajamangala University of Technology Games of Thailand should be . evaluated from athletes team managers coaches referees and spectators within 30 days after the end of competition.

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เกมปรากฎการณ์ของโลก
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).

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เกมมอนสเตอร์เวิลด์ความจริงเสมือน
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).

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การพัฒนาเกมกระดานการบริหารวิกฤตการณ์สำหรับองค์การธุรกิจ
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.

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