Gamers’ Total Experience and Game Motivation for Further Education Digital Manpower

Abstract—Digital Manpower is very necessary in Thailand today as the
growth of technology continues to increase. For example, tech giant Gartner has announced new technology trends every year including 2022, announcing the following technology trends: Total Experience, Composable Application, Decision Intelligence, Hyperautomation, Distributed Enterprises, Autonomic Systems, Generative AI, AI Engineering etc. The application of technology in daily life is increasing. The development of Digital Manpower is therefore very important in order to increase the knowledge and expertise of the country’s people
in technology. From the statistics, the country has increased internet usage in many ways. For example, from the statistics in 2021, Thai children playing games were number 1 in the world, and in 2022, Thai children playing games are in 2nd place in the world. But the problem faced with Thai education today is that children like to play games and think that they can study in the field of computers. But, in fact, students are not directed into the technology field taking into account their own aptitudes. causing the study to be not fully effective and some leave their courses midway. Therefore, this research is interested in the Confirmation factors of children playing games by collecting data on Gamers’ Total Experience and Game Motivation in order to analyze the data and discover the confirmation factors that direct the admissions to various computer disciplines. What direction and aptitude do you need to be able to enter a group of computer science disciplines in order to become a Digital Manpower in the country’s future development. The researcher has collected data from a sample of 630 people from all six groups in computer science. The confirmation factor was analyzed by
the LISREL program. It was found that each group of computer disciplines had different confirmation factors.

Pornpongtechavanich, P., Nilsook, P., & Wannapiroon, P. (2023). Gamers’ Total Experience and Game Motivation for Further Education Digital Manpower. International Journal of Emerging Technologies in Learning (iJET), 18(05), pp. 62–78. https://doi.org/10.3991/ijet.v18i05.36877

Enabling high performance digital manpower through higher education

ABSTRACT: This research aimed to synthesise the required competence of high-performance digital manpower for students in higher education. The study began with stating the problem, followed by a literature review to find core, congruous elements for a digital competence qualifications framework for undergraduates and digital manpower competence. It has been established that the competencies in terms of high-performance digital manpower for students in higher education consist of eight aspects as follows: 1) information retrieval and usage; 2) creativity and innovation; 3)identity and quality of life; 4) teaching or learning; 5) tools and technology; 6) communication and coordination;7)problem solving with digital tools; and 8) adaptive digital transformation. Guidelines for enabling high-performancedigital manpower involve enhancing digital educational competencies for higher education qualifications and developing a curriculum that allows students to use digital technology to perform their duties appropriately and efficiently.

Oraphan Amnuaysin, Prachyanun Nilsook & Panita Wannapiroon (2023).
Enabling high performance digital manpower through higher education.
World Transactions on Engineering and Technology Education.
Vol.21, No.1, 2023 ; pp 38-43.
http://www.wiete.com.au/journals/WTE&TE/Pages/Vol.%2021,%20No.1%20(2023)/06-Amnuaysin-O.pdf