คลังเก็บหมวดหมู่: ผลงานตีพิมพ์

Imagineering MOOC Instructional Design Model to Enhance Creative Thinking and Creative Health Media Innovation

ABSTRACT
The research aims to redesign and develop the Imagineering MOOC Instructional Design model (I-MOOC ID model) to enhance creative thinking and creative health media innovation. The exploratory sequential design mixed-method research method was used, and it was
divided into three phases: (1) investigation and synthesis of the composition of the I-MOOC ID model based on qualitative research methods by using scoping reviews; (2) redesign and validation of the I-MOOC ID model based on quantitative research methods through measurement of items with the Content Validity Index (CVI); and (3) assessment of the suitability of the I-MOOC ID model based on quantitative research methods. The findings indicate that:
(1) The I-MOOC ID model is composed of five compositions: 1) educational stakeholders; 2) the Imagineering learning experience cycle, which consists of nine steps: inspire, imagine, design, develop, present, publish, improve, evaluate, and reflect; 3) the MOOC learning platform;
4) the course syllabus; and 5) authentic assessment; (2) The I-MOOC ID model has five main processes and 16 sub-processes; and (3) The experts agreed with the overall model in terms of the instructional design based on integrating technological pedagogical content knowledge (TPACK) in the digital age to develop learners’ learning outcomes and rated the suitability of the model as most suitable, with a combined mean of 4.72. The standard deviation was 0.47.
KEYWORDS
Imagineering, MOOC, Instructional Design model, creative thinking, creative health media innovation

Nittayathammakul, V., Rattanasak, S., Wannapiroon, P., Nilsook, P., Arora, R., Thararattanasuwan, K. (2023). Imagineering MOOC Instructional Design Model to Enhance Creative Thinking and Creative Health Media Innovation. International Journal of Emerging Technologies in Learning (iJET), 18(19), pp. 84–102. https://doi.org/10.3991/ijet.v18i19.38129

A constructionist, imagineering learning system with the metaverse: a study of learning outcomes at secondary schools in Thailand

ABSTRACT: The constructionist, imagineering learning system with the metaverse (CILM) is a tool that was designed to promote self-directed learning in both the virtual and physical world. In the metaverse world, users must simulate themselves into avatars to access the system, so they can learn by doing and present their works by means of virtual
technology. This study is based mainly on the concepts related to technologies and platforms in the virtual world, as well as teaching platforms in the new normal era in Thailand. The aim is to facilitate continuous learning anywhere and anytime by making the ultimate use of existing technologies in education management in Thailand, and to pave ways for young innovators in the digital age. The results of this study indicate that the CILM is an efficient tool to promote learning through the virtual world, and that young learners capable of creating innovations can work and add new knowledge to that space that can be further utilised or transferred to others. Furthermore, the system can increase the learning achievement of its users thanks to the application of digital technologies and tools that satisfy the needs of learners.

Suputtra Sapliyan, Pinanta Chatwattana & Prachyanun Nilsook (2023)
A constructionist, imagineering learning system with the metaverse: a study of learning outcomes at secondary schools in Thailand.
Global Journal of Engineering Education. Vol. 25, No.2 (2023) ; pp 90-98.
http://www.wiete.com.au/journals/GJEE/Publish/vol25no2/05-Chatwattana-P.pdf

The Development of Agile Enterprise Architecture for Digital Transformation in Higher Education Institutions.

Abstract

The rapid evolution of digital technologies has led to significant transformations in various industries, including higher education. This study explores the role of Agile Enterprise Architecture (AEA) in supporting digital transformation initiatives within Higher Education Institutions (HEIs). AEA provides a flexible, adaptive, and iterative framework to manage the complex and dynamic nature of digital transformation. We conducted a qualitative study using a multiple case-study approach, investigating four HEIs that implemented AEA in their digital transformation initiatives. Data were collected through semi-structured interviews, document analysis, and participant observation. We employed thematic analysis to identify the key factors contributing to the successful implementation of AEA in these institutions. Our findings revealed that AEA plays a crucial role in facilitating digital transformation by providing a holistic, systematic, and adaptive framework. The AEA approach enables HEIs to effectively manage the complexities of digital transformation, enhance their agility, and respond to changing stakeholder needs. Key success factors include strong leadership, effective communication, a skilled workforce, and a culture of collaboration and continuous improvement. The study contributes to the understanding of AEA’s role in promoting digital transformation in higher education and offers practical implications for HEIs looking to leverage digital technologies for improved performance and stakeholder satisfaction. Further research is needed to explore the generalizability of these findings to other contexts and industries.

Sirinuch Sararuch, Panita Wannapiroon and Prachyanun Nilsook (2023)
The Development of Agile Enterprise Architecture for Digital Transformation in Higher Education Institutions.
Higher Education Studies. Vol. 13, No. 3 (2023) ; pp 69-83.
https://doi.org/10.5539/hes.v13n3p69

A Systematic Review of the Intelligent Digital Storytelling Process in Disseminating Health Information

ABSTRACT

Digital storytelling is a new concept in education that involves creating meaning. It is a tool with great potential, but in Thailand, it is currently not very popular in terms of sharing stories about disease. This review analyzes the components and processes of intelligent digital storytelling to aid the development of an intelligent digital storytelling platform for disseminating health information. Based on the synthesis of relevant documents, the research process involves 9 main steps: 1) identifying the review objectives, 2) reviewing research questions, 3) determining inclusion criteria, 4) finding relevant studies, 5) selecting documents, 6) data extraction, 7) arriving at a conclusion, 8) document synthesis and 9) discussion of the results. A study of articles from the PRISMA Checklist published between 2017 and 2022 revealed that ultimately only 47 articles met the inclusion criteria. From the analysis of the data, it was found that there are four main elements and 16 sub-components of intelligent digital storytelling. There are 12 steps in the process of intelligent digital storytelling with regard to health information dissemination. The optimal length of an intelligent digital narrative video clip relating to health information dissemination is approximately 2-5 minutes when it comes to achieving the best knowledge of health information.

Kawitsara Eambunnapong, Prachyanun Nilsook and Panita Wannapiroon (2023) A Systematic Review of the Intelligent Digital Storytelling Process in Disseminating Health Information.
International Journal of Online and Biomedical Engineering, (2023), 200-223, 19(07).
https://doi.org/10.3991/ijoe.v19i07.37431

Total learning experience (TLE) on the cloud with an intellectual repository to enhance digital empathy and literacy skills

Abstract

The total learning experience (TLE) model on the cloud with an intellectual repository is a tool that can be employed to promote limitless self-learning by means of active learning. In this model, learners are encouraged to have real experiences and face challenges leading to the creation of new knowledge and enrichment of their existing knowledge. This model can also be applied in other contexts, which can be done by integrating the concepts of technologies and new platforms offering experience-based instruction to create new ways of instructional design. Moreover, the model can be utilised in the current instruction management approach that usually focuses on continuous learning with the aid of technology. The results of this research can be used as a guideline for the design and development of the TLE system using an intellectual repository, which encourages experiential learning and generates new knowledge through self-learning with the aid of digital technology. In addition, this kind of learning promotes the exchange of knowledge through on-line social networks, thus contributing to the development of digital empathy and literacy skills, and the creation of a learning society. © WIETE 2022.

Author keywords

digital empathy; intellectual repository; literacy skills; Total learning experience on the cloud

Chatwattana, P., Piriyasurawong, P., Nilsook, P., & Wannapiroon, P. (2023). Total learning experience (TLE) on the cloud with an intellectual repository to enhance digital empathy and literacy skills. Global Journal of Engineering Education, 24(3), 193-201.

http://www.wiete.com.au/journals/GJEE/Publish/vol24no3/04-Chatwattana-P.pdf

Synthesis of Digital Fabrication Laboratory for Higher Education

Abstract:In this paper, the researcher would like to discuss the processes and components of Digital Fabrication Laboratory for higher education in order to create Digital Fabrication Laboratory for higher education. There are 2 steps of research procedures: 1. gathering information from articles and papers related to the processes and components of the Digital Fabrication Laboratory for higher education, and 2. analyzing and synthesizing the processes and components of Digital Fabrication Laboratory for higher education. The findings revealed that there were 4 processes of Digital Fabrication Laboratory: 1. design, 2. prepare, 3. fabricate, and 4. Assembly and installation. The 4 components of Digital Fabrication Laboratory were 1. hardware, 2. software, 3. material and 4. storage and simulator tools online.

S. Sopapradit, P. Nilsook and P. Wannapiroon, “Synthesis of Digital Fabrication Laboratory for Higher Education,”
2023 IEEE 12th International Conference on Educational and Information Technology (ICEIT), Chongqing, China, 2023, pp. 120-124, https://doi.org/10.1109/ICEIT57125.2023.10107847.

Perceptions and the new paradigm of Thai vocational education

Abstract

The objectives were to: 1) assess and analyse students’ perceptions toward vocational education; 2) propose a new paradigm and alternative pathways to change students’ perceptions about vocational education. The use of mixed methods in this study developed a better understanding of secondary students’ decisions towards vocational education. The results obtained from different methods have enriched the understanding of vocational education issues and advanced research in vocational education. A five-point Likert scale questionnaire was used to analyse the perceptions of 802 secondary students from six Thai regions toward vocational education. In-depth interviews with 18 students in grades 7-12 were analysed using a content analysis. Secondary students who had completed or were enrolled in vocational education influenced secondary students’ views on vocational education. A new paradigm is required for new vocational education images, which may modify the image of vocational education and contribute to a new paradigm shift in vocational education.

Keywords

vocational education innovationnew paradigm in vocational educationperceptions of vocational educationvocational learning

Nongluck Manowaluilou, Prachyanun Nilsook and Prompilai Buasuwan (2023) Perceptions and the new paradigm of Thai vocational education.
International Journal of Innovation and Learning. Vol. 33, No. 3 ; pp 344-365. (SCOPUS) https://doi.org/10.1504/IJIL.2023.130101

Digital Learning Ecosystem Based on the STEAM Gamification Concept to Develop Innovator Characteristics of Vocational Learners

Abstract

Developing the manpower to have completeness, including knowledge, skills, attitudes, morals, and ethics. It is an important foundation for the development of the nation for sustainable progress; as shown in the framework of the 13th National Economic and Social Development Plan [1], which aims to develop human resources in all dimensions, and at all ages to become good, competent, qualified, ready for life in the 11th century; The STEAM Education is a model of learning management that focuses on integrating knowledge in the five sciences, namely Science, Technology, Engineering, Art and Mathematics to create a comprehensive body of knowledge for learners; As for the learning process with the Gamification, it is the concept of organizing activities that will encourage learners to participate, create a good learning environment, and promote the characteristics of learners in working as a team, with the principle of the two concepts, if used in planning the development of learning management for vocational students, that focusing on professional skills development will help promote the potential of learners to meet the goals of effective manpower development; therefore, it is the origin of the development of digital learning ecosystems based on the STEAM Gamification concept to develop innovator characteristics of vocational learners, which play an important role in the development of the country, as a guideline for developing learners to have knowledge, skills, good attitude in working in the organization, or entrepreneurship in the future; it also promotes the lifelong learning characteristics of learners, from applying and utilizing the self-development process with the scientific and artistic thought processes that are possible to create innovations for solving problems and developing society and the nation in the future.

Kummanee, J., Nilsook, P., Piriyasurawong, P., Wannapiroon, P. (2023). Digital Learning Ecosystem Based on the STEAM Gamification Concept to Develop Innovator Characteristics of Vocational Learners. In: Auer, M.E., Pachatz, W., Rüütmann, T. (eds) Learning in the Age of Digital and Green Transition. ICL 2022. Lecture Notes in Networks and Systems, vol 634. Springer, Cham. https://doi.org/10.1007/978-3-031-26190-9_73

Virtual Board Games Platform

Abstract:The objectives of this study were to investigate the virtual board games and to evaluate the virtual board games compared to the physical board game. The results of this study indicated that the overall composition of a virtual platform was comparable to that of a physical board game. Especially for the functional aspect, experts agreed that the virtual board game was as convenient as or better than the physical board game while in other aspects, including the enjoyment aspect, the virtual board games can be used in the same way as the physical board games. On the other hand, the social aspect was a slightly inferior one.

C. Chukusol, P. Nilsook and P. Wannapiroon, “Virtual Board Games Platform,” 2022 Research, Invention, and Innovation Congress: Innovative Electricals and Electronics (RI2C), 2022, pp. 273-277,
https://doi.org/10.1109/RI2C56397.2022.9910289.

Dimensions of Agile Enterprise Architecture

Abstract:The Impact of Industry Revolution has been accelerated by global pandemic crisis recently. Disruptive technology is one of the key driving forces of transformation on the rapid change in business model and market demand. Traditional industries, including education, experience the challenge of maintaining business at lower cost while generating high performance (more revenue) and staying relevant in the market. Digital Transformation helps improve collaboration within and between organizations by creating immersive customer experience for better engagement. Enterprise organization wants to grow and give it a better chance of thriving post-pandemic by becoming more innovative and generating higher productivity and making better decisions with insights from data-driven platform. To achieve all the business requirements for transformation is not straightforward. By understanding the alignment of Business and Information Technology Architecture, Higher Education institutions can manage the challenges of the future trends. The success of Digital Transformation in enterprise organizations is determined by an agile implementation framework of Enterprise Architecture (EA). Enterprise Architecture is the critical intermediary between business and IT corporate wide strategy. Through understanding the current situation and performance of an enterprise, EA can help foresight future business challenges and deliver the information needed while simultaneously ensuring opportunities for business growth

S. Sararuch, P. Wannapiroon and P. Nilsook, “Dimensions of Agile Enterprise Architecture,” 2022 Research, Invention, and Innovation Congress: Innovative Electricals and Electronics (RI2C), 2022, pp. 304-309,
https://doi.org/10.1109/RI2C56397.2022.9910275.