Browsing by Author "Poonsri Vate-U-Lan"
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ItemAugmented reality 3D pop-up book: an educational research study(The First International Congress of Interdisciplinary Research and Development, 2011) Poonsri Vate-U-LanAugmented Reality technology in education is in high demand for its innovative potential since its fascination grows ubiquitously across the world. This research article reports on an educational innovation which utilizes, as teaching material, the Augmented Reality 3D pop- up book in the hybrid mode of learning for Grade Three students in Bangkok, Thailand. The story contained in this children’s book is “the Seed Shooting Game”. The Augmented Reality 3D pop- up book can be used in both online and off line modes. The developed media is an edutainment in multimedia format consisting of: text, voice, graphics, animation and interaction. This research was funded by an educational innovation grant in 2011 from the Office of Education, Bangkok Metropolitan Administration. This paper reports on the major findings which presents students’ attitudes towards two representations of educational innovation: Augmented Reality and 3D pop-up book.
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ItemAn augmented reality 3D pop-up book: the development of a multimedia project for English language teachingAugmented Reality (AR) for academic purposes is growing in the same upward direction as the expansion of smart multimedia into education and lifelong learning. This paper reports on an AR curriculum materials research and development project which employs storytelling as a teaching technique in a blended learning environment for Grade Three students in Bangkok learning English. It involved an AR 3D pop-up book as a tool for teachers to deliver the story of a children’s book, namely The Seed Shooting Game, to teach various English language aspects to young children. The primary rationale supporting this research was the high demand and appreciation of the potential to integrate Augmented Reality into classrooms effectively to enhance learning. This article aims to detail each phase of the production process: pre-production, production and post production. The population for this study were 484 Grade Three Thai students of whom 99 were purposively selected. An added finding was the depth of learning - comprehension and engagement gained from the English lesson were higher than their pre-test scores. The majority of participants indicated that the Augmented Reality book was a stimulating educational resource that increased the desire to learn.
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ItemAugmented reality 3D pop-up children book: instructional design for hybrid learning(The 5th IEEE International Conference on E-Learning in Industrial Electronics (ICELIE 2011), 2011) Poonsri Vate-U-LanAugmented Reality is one of the futuristic technologies that will be universally used given its potential and fascination. The innovation underpinning this research is the Augmented Reality 3-Dimentional pop-up book namely “the Seed Shooting Game”, for Grade three students, in Bangkok, Thailand. This Augmented Reality (AR) 3D pop-up Book employed a research and development process through storytelling technique. This research article, describes what AR is, reports on the completed research, which focuses on instructional design process of a hybrid learning research on the utilization of Augmented Reality as an effective teaching resource. Hybrid learning draws in aspects of different learning styles. The first part of this article outlines the instructional design experience for analysis of a simple example of AR as a teaching tool. The second part demonstrates design, development and implementation of the AR 3D pop-up book which is the major tool upon which the research is based. The last part provides an insight into what was done using AR and provides pictures and captions enabling the reader to place this example of AR in perspective and understand it more clearly using the Seed Shooting Game story, a children’s Augmented Reality book. It can be used in both online and off-line modes. The developed AR media is an “edutainment” in multimedia format consisting of: text, voice, graphic, animation and interaction. The major findings support the high interest of integration of new technology and educational theory in the hybrid learning environment. From the response of the students in this limited study, circumstances indicate that demand for AR will increase exponentially. However like all education the instruction technology innovation of AR needs to be researched and developed to enhance quality of education.
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ItemBest Practices to Form Online Multi-Users Virtual Enviromments for Education in Developing Countries( 2009-12) Poonsri Vate-U-LanThe main purpose of this paper is to present draft guidelines for best practice to form online Three Dimensional (3D) Multi-Users Virtual Environments (MUVE) for education in developing countries. The researcher has introduced Second Life (SL) to graduate students in Bangkok for educational purposes. The best practices refined from relevant documents and research results are presented under four aspects of its management: human, instruction, technology and social (HITS model). The situation in Thailand is similar to other developing countries where the capital city has good and sufficient infrastructure but most people find it more convenient to use the national language rather than English. The obvious barrier, namely, insufficient Internet bandwidth when accessed online 3D MUVE has been found as one of the fundamental issues.
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ItemBeyond Disruptive elearning: holistic health integrated learning conceptThe main objective of this study was aimed to propose an Integrated Learning Concept (ILC) for holistic healthcare. The ILC was developed to alleviate the crisis from the fact that people around the world, including Thailand, can now access a substantial amount of health care knowledge from various online sources, however, the percentage of ailment and premature death from non-communicable diseases (NCDs) is still high. With a literature review, the researcher’s direct experience as a pharmacist in Thai traditional medicine as well as an in-depth expert interview, ILC was designed to provide learners self-medicated healthcare knowledge and inspire learners to change the everyday choice they made to enhance their state of wellness. ILC was beyond disruptive eLearning. It was a blended learning approach that integrated online learning (a combination between traditional eLearning and online social learning) and traditional classroom with standard health check and Dhatu check. ILC was designed to disrupt the idea that traditional eLearning is the approach that best fits with all dimension of learning. ILC was developed to overcome the shortcomings of eLearning and to enable people to have better comprehension in holistic healthcare. And once the development was finished, ILC shall be tested by comparing with a traditional eLearning class.
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ItemThe Convergence of Augmented Reality and Education The Seed Shooting Game: An Augmented Reality 3D Pop-up Book(The Second International Conference on E-Learning and E-Technologies in Education (ICEEE2013), 2013) Poonsri Vate-U-LanThe purpose of this research paper was to demystify: 1) a convergence of Augmented Reality (AR) technology as an educational multimedia and instructional design principles and 2) a divergence of learning outcomes and findings based upon the utilization of Augmented Reality 3D pop-up book, namely The Seed Shooting Game. This AR 3D pop-up book employed a storytelling technique for teaching English as a foreigner language for Year Three students, in Bangkok, Thailand. The population of this quasi experimental research was 484 Year Three Thai students who were studying in the second semester of 2011. 99 students were derived from purposive selection method as the samples. The statistics used to present data of this current paper were mean, standard deviation, t-test and bivariate correlation. This innovation was designed for blended learning environment which combined electronic curriculum material in traditional teaching mode. The research results presented the divergence between pre-test and post-test score of participants, the diversity of satisfaction levels of students who studied in this blended learning environment. This paper also presented the correlation between achievement and satisfaction towards to the developed curriculum material which reflected the confident to use AR technology for education in future.
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ItemDesigning hyperledger indy blockchain to electronically certify students' academic credentialsPurpose of the research paper is to investigate available blockchain technologies and identify one that can be adapted as a solution to electronically verify academic credentials of a person. The general objective is to investigate types of open-sources and Decentralized Identifiers (DIDs) compatible cloud-based blockchain platforms in the market with specific research objectives to identify security features and consensus mechanism, and systems architecture of the solution, respectively. The methodology used for the research is qualitative in nature to reviewing literatures. Hyperledger Indy is found to be a good fit for the solution because it is DIDs compatible, and its inherent security features and consensus mechanism are highly secure. A high-level use case of the solution and systems architecture is created based on the security features that utilizes Zero-Knowledge Proof (ZKP) scheme and Redundant Byzantine Fault Tolerant (RBFT) consensus mechanism. This study itself is and evidence that the free resources made available by the Hyperledger Indy project enables organizations to design and develop prototypes per their requirements. Benefits of the research paper are further validating the potential use of DIDs compatible blockchain framework to electronically certify verifiable credentials, and realization of shifting the ownership of credentials from third-party entities to the users themselves through use of Self-sovereignty Identity (SSI) feature.
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ItemE-Assessment: an E-Business Enabler in Higher Education( 2016-11-17) Masouras, Panicos ; Poonsri Vate-U-LanIn the context of higher education, e-business can be viewed as the series of interconnected processes initiated with student application for entry and completed upon graduation. While e-learning is an integral component of this process, the assessment component remains primarily manual. This leads to an educational paradox whereby students are encouraged to e-learn, on one hand, while they are imposed in old-fashioned assessment practices, on the other. It also establishes a business paradox whereby universities strive to maximize their financial incomes through research funding but still do not exploit ICTs to minimize their costs in the pillar of assessment. As ICT skills span the requirements of university students horizontally and across departments, developing an e-Assessment System for ICT skills could address both paradoxes. This paper presents an e-Assessment system implemented within a nursing university department setting with 79 participants in Cyprus. Findings of a quasi-experimental design that validated the system’s effectiveness indicate that performance of students who used the system were significantly different than those students who followed a traditional learning process.
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ItemEnvisioning augmented reality: smart technology for the future( 2012) Poonsri Vate-U-LanThis article presents the important foundation of Augmented Reality (AR) technology. Its main objective is to envision the past, present and future of Augmented Reality technology. Augmented Reality technology especially on the mobile device will be widely used in the daily life in the near future. In order to comprehend foundation of Augmented Reality, this paper has been categorized into three sections: 1) comparison of Augmented Reality and Virtual Reality (VR) 2) understanding Augmented Reality hype cycle and 3) facts about Augmented Reality. Its future directions and areas requiring further research are discussed.
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ItemForesight eLearning platforms: insights from a Thai surveymessaging applications on electronic devices such as smart phones and tablet computers is reshaping communication around the globe. This phenomenon is arguably destined to lead to a conduit of prominence and dominance for e-learning delivery. The first objective underpinning this paper was to investigate the behaviour of Thai internet users through data obtained from an extensive online self-administered survey. The second focus was to investigate the level of compliance specifically relating to the internet users' acknowledgement of the "terms of service" which precludes children under thirteen being members or participating. The results that were obtained from 819 survey respondents reinforced the consensus that there was a disturbing misuse of social network applications on mobile devices in particular in terms of overuse. Among the participants, 61.4 per cent were female. Persons aged 11-20 years were the most prominent group of participants (36.4%). Persons aged 21-30 years represented 23.9 per cent with the remaining group being over 30 years of age (39.7%). Urban and rural respondents were almost balanced (52% and 48% respectively). The findings reconfirmed that surfing social networks was the most popular mobile phone activity for both female and male respondents. This research showed that less than one out of four (23.9%) of Thai internet users knew that a child under 13 was not allowed to apply for a Facebook account. Interestingly, the younger users under the age of 13 years knew that it was illegal to be social network members but the older users were unaware of this regulation. The inconsistencies between each demographic group will be discussed in detail. The research findings reflect numerous and significant complexities that may impact on the digital learning of Thai citizens from numerous perspectives.
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ItemHindsight imbalance online and offline life: qualitative feedback from online self disclosure in ThailandInternet technologies, especially social networking and instant messaging, reform people’s life style. Both online and offline activity attract users due to interest and necessity which may impact on the work life balance for many people. This research paper reports a qualitative result of a larger study which aimed to explore the knowledge, attitudes, opinions, behaviors and perceptions of Thai people in regards to their use of the internet, social networking services and computer games. The research survey was conducted through the social networking using a self-administered questionnaire in Thai. Totally, there were 838 participants in this online survey. All details of demographic background are reported below in the article. There were approximately 253 respondents who expressed their opinion, knowledge, behaviors and perceptions. This research paper analyzes the key responses into various categories and selects some examples for presentation. The research found that people disclosed their ideas in detail which reflected the risks involved spending too much time on the Internet. The imbalance of life style, computer vision syndrome and Internet addiction were commented upon frequently in the feedback from participants as the major concerns for the majority of the informants.
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ItemiCreate: 3D Augmented Reality Painting Book for Vocabulary Learning( 2017-07) Kitti Koonsanit ; Poonsri Vate-U-LanMobile technologies are rapidly attracting new users, providing increasing usability, and creating more multimedia communication capacity. Moreover, most primary students have own mobile devices for daily usage. This paper proposed an iCreate project or a digital edutainment application with a digital content which was integrated as 3D augmented reality (AR) painting book for English vocabulary learning and art activities. iCreate is a mobile application using java and vuforia library, develops on Eclipse Integrated Development Enironment (IDE) and trials with the primary students. The experimental results show that our proposed application and AR painting book can display 3D animated model real-time and effectively. The usage of the mobile device in this AR project offer two benefits, namely mobility beneficial and ease of use. Besides that, the AR colorful painting book in this project able to attract children’s attentions and increase the excitement of this new learning environment.