คลังเก็บหมวดหมู่: Research

Designing digital teachers with generative AI through mixed reality technology to increase practical learning in designing characters for animation

Abstract

The purpose of this research is to study the elements and processes of digital teacher design. Generative AI can be processed visually for navigation in conjunction with visual intelligence through mixed reality technology, thereby adding practical learning and character design for animation purposes. This research focuses on the application of generative AI technology combined with visual processing to develop digital teachers with intelligent visual abilities using mixed reality technology, to enable the creation of more dimensional and interactive practical learning experiences, especially in the field of character design for animation. Using visual intelligence allows learners to learn better using a hands-on approach, which improves learners’ design and creative skills in a hybrid reality and digital environment. Education for digital teacher design can use generative AI that can be processed visually for navigation with the aid of visual intelligence. This study was conducted in the form of an observational study supported by a literature review to study the elements and processes for modeling the design of digital teachers. Use questionnaires to assess the modeling process and digital teacher design process. The researcher evaluated the design process using 3 practical teachers, 3 gen-ai experts, 3 visual intelligence experts, and 3 MR technology experts, for a total of 12 people. The evaluation led to an average value of 4.69 ± 0.40, with an average value of 4.69 ± 0.40 (the highest quality). Generative AI that can process visuals for navigation with visual intelligence through mixed reality technology enhances the practical learning of character design for animation, resulting in learners being able to effectively develop important skills and be highly involved in the learning process. The use of mixed reality technology enhances the immersive and engaging learning experience for learners. It is effective and can increase the learning of character design for animation work, which can be applied in teaching and learning management in the future.

Vipusit Piankarnka, Pinyaphat Tasatanattakool and Prachyanun Nilsook (2025) Designing digital teachers with generative AI through mixed reality technology to increase practical learning in designing characters for animation. International Journal of Innovative Researchand Scientific Studies,8(4) 2025, pages: 1129-1144.
https://doi.org/10.53894/ijirss.v8i4.8017

Advance Organizer Integrating Visual-Based Programming via Artificial Intelligence of Things to Enhance Advanced Computational Thinking Competency

Abstract—Emerging technologies, such as the Artificial Intelligence of Things (AIoT), pose challenges in education, particularly when students struggle to connect theoretical concepts with practical applications. This gap limits their ability to engage with AIoT and develop computational thinking competencies, such as Critical Thinking, Algorithmic design, Problem-solving, Creativity, and Cooperativity. To address this issue, the Advance Organizer Integrating Visual-Based Programming for Artificial Intelligence of Things (AOVP-AIoT) model, was developed. The model combines structured scaffolding with visual programming to make AIoT concepts more accessible and engaging, fostering computational thinking skills applicable in formal and informal learning settings, including university courses, online training, and professional workshops. The study was conducted in two phases. Phase I involved designing the AOVP-AIoT model by synthesizing data from research publications (2003–2023). Expert review rated the model highly (mean = 4.39, SD = 0.69) across input components, learning processes, and computational thinking competencies. Phase II involved constructing the AOVP-AIoT platform, following the AIoT System Development Life Cycle (AIoT-SDLC) across eight iterative stages. Unlike existing approaches, the platform emphasizes on personalized learning pathways and interactive AI assistance, enchancing adaptability and real-time support. Evaluation results indicated very high quality in infrastructure, intelligence organizer-based management, learning tracking, and performance assessment (mean = 4.69, SD = 0.43). By equipping learners with transferable computational thinking skills, the AOVP-AIoT model addresses educational challenges in AIoT and prepares students for success in industries increasingly shaped by AI and IoT innovations.

Keywords—advance organizer, visual programming, artificial intelligence of things, computational thinking

Sant Phanichsiti, Prachyanun Nilsook, and Pallop Piriyasurawong,
“Advance Organizer Integrating Visual-Based Programming via Artificial Intelligence of Things to Enhance Advanced Computational Thinking Competency,” International Journal of Information and Education Technology, vol. 15, no. 7, pp. 1355-1367, 2025.
https://doi.org/10.18178/ijiet.2025.15.7.2337

Interdisciplinary Virtual Learning Community Model for Social Engineer

Thananan Areepong, Prachyanun Nilsook and Panita Wannapiroon (2025) Interdisciplinary Virtual Learning Community Model for Social Engineer. Journal of Theoretical and Applied Information Technology
15th May 2025. Vol. 103. No. 9, 2025.
https://www.jatit.org/volumes/Vol103No9/7Vol103No9.pdf

Abstract:The paper suggests developing a Metaverse interdisciplinary learning community model – M-ILC – to develop social engineers. The interdisciplinary learning community process leverages the Metaverse platform tool to foster social engineering skills among students. The study offers a synthesis of materials with regard to interdisciplinary learning communities in various formats. Emphasis is placed on the significance of nurturing human soft skills through utilizing the Metaverse in the learning process to provide learners with a 3D virtual experience. This collaborative learning approach leads to a more profound comprehension of subject content and expands educational opportunities for students. The suitability of the Metaverse Interdisciplinary Learning Community model (M-ILC) developed by experts in Information Technology, Communication Technology, and the Metaverse, was assessed. The evaluation results were rated as “excellent”, indicating the suitability of the overall learning community model. This suggests that the M-ILC model can effectively cultivate students’ social engineering skills and prepare them for the upcoming digital transformation. Furthermore, it contributes to sustaining a consistent quality standard in the education system. The researchers have introduced new teaching concepts and innovations that align with the current situation in the form of a learning model, fostering a boundary-less learning society that can be accessed anytime and anywhere.

A Micro-Learning Approach with Artificial Intelligence for Improving Skills in Designing the Movement of In-Game Characters and Using Mixed Reality

Abstract—This research aims to use artificial intelligence technology to create micro-learning approach. The goal is to develop students’ skills in designing character movements to look more realistic and interesting, as well as in using Mixed Reality (MR). This research was conducted in the form of a cross-sectional study and a literature review. During October–December 2024, the sample population were recruited from among undergraduate students at the Faculty of Mass Communication Technology, Multimedia Technology, and Rajamangala University of Technology Thanyaburi. The research data were collected from a total sample of 30 students through a questionnaire to assess whether micro-learning approach with artificial intelligence technology can be used to develop skills in character movement design in game design and utilizing mixed reality. The research results found that this learning format is very effective. In terms of the quality of the content and learning media, it has an average score of 4.85 ± 0.03 (the highest quality). As a result, learners can effectively develop important skills and engage strongly in the learning process. The use of mixed reality technology enhances the immersive and engaging learning experience for learners. This learning style is extremely effective and suitable for developing movement design skills for in-game characters.

Keywords—micro-learning, Artificial Intelligence (AI), skills in designing character movements, Mixed Reality (MR)

Vipusit Piankarnka, Prachyanun Nilsook, and Panita Wannapiroon,
“A Micro-Learning Approach with Artificial Intelligence for Improving Skills in Designing the Movement of In-Game Characters and Using Mixed Reality,” International Journal of Information and Education Technology, vol. 15, no. 4, pp. 847-857, 2025.
https://doi.org/10.18178/ijiet.2025.15.4.2291

Adaptive Micro-Learning Model Based on Dhamma Using Mixed Reality to Develop Students to Be Good Citizens.

Abstract

The COVID-19 pandemic forced school closures globally, leading to significant learning regression in academic performance, skills, and ethical development. This study aims to: 1) synthesize and develop an adaptive micro-learning model based on Dhamma principles using mixed reality (MR), 2) compare pre-and post-test results, and 3) assess the model’s impact on students’ good citizenship. Participants included 19 experts and 39 Grade 6 students. The methodology involved synthesizing and developing an adaptive micro-learning model, comparing pre- and post-study scores, and evaluating academic achievement and good citizenship development. The study identified seven key steps in the adaptive micro-learning model: 1) testing prior knowledge (Dhammannuta), 2) reporting prior knowledge results (Atthanyuta), 3) explaining learning objectives (Attanyuta), 4) outlining the learning path (Mattanyuta), 5) video-based learning (Kalanyuta), 6) collaborative learning via MR (Parisanyuta), and 7) peer knowledge exchange (Pukkalanyuta). The model’s effectiveness was rated highly (x̅ = 4.78, S.D. = 0.34). Students’ good citizenship scores significantly improved, increasing from a pre-test average of 15.87 points (52.90%) to a post-test average of 25.72 points (85.73%), with statistical significance at the 0.01 level.

Kitiya Promsron, Prachyanun Nilsook & Pallop Piriyasurawong (2025)
Adaptive Micro-Learning Model Based on Dhamma Using Mixed
Reality to Develop Students to Be Good Citizens.
International Education Studies; Vol. 18, No. 2; 2025 ; pp. 123-136.
https://doi.org/10.5539/ies.v18n2p123

Generative AI-Created Digital Influencers to Be University Goodwill Ambassadors

Abstract—This research was aimed at creating and developing digital influencers with generative artificial intelligence to strengthen a university’s image and communicate with a target group, and comparing their use to traditional forms of communication. We conducted the research as an observational study. A literature review was conducted to study the elements of the process of using digital influencers created with generative artificial intelligence through an intelligent platform as university goodwill ambassadors. Research data was collected from a sample group of 150 people. We used a questionnaire to assess the effectiveness of using digital influencers created with generative artificial intelligence through an intelligent platform as university goodwill ambassadors. In the analysis, the use of digital influencers created with generative artificial intelligence through an intelligent platform was compared with regular communication by using the paired t-test statistic. A total of 150 participants were included in the study. The results showed that most of them were female (n = 87; 58 percent), aged 15–25 years (n = 106, 70.67 percent) and students (n = 99, 66 percent); 23 persons were university personnel (15.33 percent) and 28 persons were members of the general public (18.67 percent). From the results of the evaluation of the quality of using digital influencers created with artificial intelligence through an intelligent platform as university goodwill ambassadors, it was found that digital influencers created with artificial intelligence and used through an intelligent platform as university goodwill ambassadors could represent the university, and provide public relations and support for university activities. They could promote relationships between the university and third parties. As a result, communication within the organization became convenient and fast. It was even found to be more modern compared to traditional forms of communication, with statistical significance. Artificial intelligence is effective in improving communication; organizations can provide accurate information immediately and reduce the workloads of personnel. Artificial intelligence can also analyze insights from user conversations. This university can use this information to improve communication to better meet the needs of the target audience.

Keywords—digital influencers, generative artificial intelligence, intelligent platform, university goodwill ambassador

Vipusit Piankarnka, Prachyanun Nilsook, and Panita Wannapiroon,
“Generative AI-Created Digital Influencers to Be University Goodwill Ambassadors,” International Journal of Information and Education Technology, vol. 15, no. 1, pp. 106-116, 2025.
https://doi.org/10.18178/ijiet.2025.15.1.2223

Simulation game-based learning for cognitive apprenticeship development: a focus on processing speed. Cogent Education

Abstract

Processing speed is a critical component of cognitive apprenticeship, which is essential for developing cognitive skills for high-pressure environments. This study highlighted the limitations of traditional teaching methods in fostering rapid decision-making skills and proposed a simulation game-based learning (SGBL) model as an innovative instructional approach. It aimed to (1) develop a targeted SGBL model, (2) assess its effectiveness in enhancing cognitive apprenticeship and processing speed and (3) evaluate student satisfaction. The methodology was divided into three phases: a primary study to identify student needs, system design and development, and implementation. The SGBL model included theoretical and practical sessions, encompassing real-world scenario-based games for practicing life-saving skills. The study involved 73 undergraduate students, split into two experimental groups, and utilised a learning achievement test and a satisfaction questionnaire as research instruments. The findings revealed significant improvements in processing speed and learning outcomes (p < .01). Students expressed high levels of satisfaction, indicating the effectiveness and potential applicability of the model in other fields. Future implications include expanding SGBL with AR/VR and multiplayer functions to enhance engagement and applicability.

Keywords: 

Sounthornwiboon, P., Sriprasertpap, K., & Nilsook, P. (2025).
Simulation game-based learning for cognitive apprenticeship development: a focus on processing speed. Cogent Education, 12(1).
https://doi.org/10.1080/2331186X.2024.2449280

The Effectiveness of Flipped Classroom in English Language Learning: A Meta-Analysis

Abstract

The Flipped Classroom (FC) model, a teaching method used in various educational settings, including language learning, aims to improve student engagement and understanding. Its application in English language learning involves restructuring traditional teaching and learning methods. This study was meticulously designed to assess FC’s effectiveness in improving English language proficiency. A comprehensive meta-analysis was conducted on research articles from January 2021 to November 2023, retrieved from ERIC and the Scopus Index. After a rigorous independent review and data extraction process by two reviewers, nine studies with a total of 705 participants were included. The methodological quality of the selected articles was evaluated using the Fail-Safe N for Publication Bias Assessment. The results, which showed that FC was more effective than conventional methods in enhancing overall English language proficiency (SMD=0.85, 95% CI -0.57 to 1.12, P<.001, I2=65.45%), knowledge (SMD=0.84, 95% CI -0.55 to 1.12, P<.001, I2=49.49%), and skills (SMD=0.70, 95% CI -0.30 to 1.11, P<.01, I2=75.97%), instill confidence in the robustness of our findings. These results suggest that FC has the potential to significantly improve English language acquisition outcomes. However, further research with larger sample sizes is needed to confirm and strengthen these results.

Keywords: flipped learning, flipped classroom, teaching english, english educational, meta-analysis

Thada Jantakoon, Kitsadaporn Jantakun, Thiti Jantakun, Atjana Noibuddee, Rungfa Pasmala, Panita Wannapiroon, Prachyanun Nilsook (2025) The Effectiveness of Flipped Classroom in English Language Learning: A Meta-Analysis. World Journal of English Language Vol. 15, No. 3; 2025, pp. 50-64.
https://doi.org/10.5430/wjel.v15n3p50

Mobile Language Learning: A Digital Approach to Improving English Communication

Abstract

A digital media platform can enhance students’ motivation and help them learn new abilities to further their English communication skills. They can utilize it to improve their English communication skills through their mobile phones for lifelong learning and to integrate digital media technology into their study and work worldwide, developing 21st-century abilities and skills. This study aimed to create a digital media platform, improve students’ English communication skills, and study students’ satisfaction with using the digital media platform through mobile language learning. A sample of 107 students participated in the self-learning of English for Daily Life Communication course, which was selected using a simple random sampling technique. The digital media platform included videos and practices of 20 contents about English communication for daily life. The experiment was carried out for five weeks. The research instruments included digital media platform, a pre-and post-test, and a satisfaction questionnaire. The data were statistically analyzed by mean and standard deviation. The results revealed that the students improved their English communication skills at the .005 significance and were satisfied at a mean of 4.31. It concludes that the digital media platform benefits by enhancing the students based on their findings on improving their English communication skills and overall satisfaction. Additionally, both the educators and students are supported in achieving successful foreign language learning through mobile technology. 

Keywords: 

Digital Media Platform, English Communication, Mobile Language Learning

Boonyopakorn, J., Tasatanattakool, P., Nilsook, P., & Wannapiroon, P. (2024). Mobile Language Learning: A Digital Approach to Improving English Communication. International Journal of Interactive Mobile Technologies (iJIM), 18(22), pp. 159–173. https://doi.org/10.3991/ijim.v18i22.50001

Research Zone (2024) : Phase 204 เดือนกันยายน 2567


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