Now showing items 1-20 of 31

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    Augmented reality 3D pop-up book: an educational research study 

    Poonsri Vate-U-Lan (The First International Congress of Interdisciplinary Research and Development, 2011)

    Augmented 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 ...
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    An augmented reality 3D pop-up book: the development of a multimedia project for English language teaching 

    Poonsri Vate-U-Lan (The IEEE International Conference on Multimedia & Expo (ICME2012), 2012)

    Augmented 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 ...
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    Augmented reality 3D pop-up children book: instructional design for hybrid learning 

    Poonsri Vate-U-Lan (The 5th IEEE International Conference on E-Learning in Industrial Electronics (ICELIE 2011), 2011)

    Augmented 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 ...
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    Best Practices to Form Online Multi-Users Virtual Enviromments for Education in Developing Countries 

    Poonsri Vate-U-Lan (2009-12)

    The 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 ...
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    The Convergence of Augmented Reality and Education The Seed Shooting Game: An Augmented Reality 3D Pop-up Book 

    Poonsri Vate-U-Lan (The Second International Conference on E-Learning and E-Technologies in Education (ICEEE2013), 2013)

    The 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 ...
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    E-Assessment: an E-Business Enabler in Higher Education 

    Masouras, Panicos; Poonsri Vate-U-Lan (2016-11-17)

    In 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 ...
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    Envisioning augmented reality: smart technology for the future 

    Poonsri Vate-U-Lan (2012)

    This 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 ...
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    Foresight eLearning platforms: insights from a Thai survey 

    Poonsri Vate-U-Lan (International Journal of Information and Education Technology (IJIET), 2017)

    messaging 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 ...
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    Hindsight imbalance online and offline life: qualitative feedback from online self disclosure in Thailand 

    Poonsri Vate-U-Lan (In the International e-Learning Conference 2015 (IEC2015), 2015)

    Internet 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 ...
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    iCreate: 3D Augmented Reality Painting Book for Vocabulary Learning 

    Kitti Koonsanit; Poonsri Vate-U-Lan (2017-07)

    Mobile 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) ...
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    The INFINITY learning model in Thailand: its potential for developing countries 

    Poonsri Vate-U-Lan (The 8th International Conference on eLearning for Knowledge-Based Society, 2012)

    Online learning models are acknowledged to be key delivery systems in higher education because of their potential for lifelong learning initiatives. The main objective of this article is to present such a learning model, namely INFINITY, through a research project to investigate its effectiveness to utilize the potential of the Internet for the contemporary university classroom in developing countries with graduate students at two selected universities in Thailand. The learning model was developed to enhance the Internet literacy of students, ...
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    Integration web accessibility enhance quality of e-Learning 

    Poonsri Vate-U-Lan (The National e-Learning Conference: Enhancing the Quality of e-Learning, 2010)
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    Internet of things in agriculture: a case study of smart dairy farming in Ontario, Canada 

    Poonsri Vate-U-Lan; Quigley, Donna; Masouras, Panicos (2017)

    The objective of this paper is to report a case study of smart dairy farming in Ontario, Canada which is the future of food production and ways that advancements related to the Internet of Things (IoT). It is impacting upon agricultural practice in the form of smart farming. Smart farming is the practice of intelligent agricultural management based upon technological data gathering farm practice for the purpose of increased levels of quality, production, and environmental protection. This paper will illustrate one example whereby partnerships ...
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    Internet-based Survey Design for University Web Sites: a Case Study of a Thai University (Dissertation) 

    Poonsri Vate-U-Lan (The Royal Melbourne Institute of Technology University, Victoria, Australia, 2007)
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    Introducing augmented reality for education purposes 

    Poonsri Vate-U-Lan (The 7th International Conference on eLearning for Knowledge-Based Society, 2010)

    This article is an introduction to Augmented Reality technology for educational purposes whose aim is to provide a superior learning experience. Its main objective is to act as a starting point for anyone interested in researching or using Augmented Reality for educational purposes which can be simply defined as an interactive 3D environment which links physical reality and the virtual world by Radio Frequency Identification (RFID). Augmented Reality will be widely used within the near future. This paper describes many projects of Augmented Reality ...
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    Opinion towards open educational resources: a case study of augmented reality 3D pop-up book-the seed shooting game 

    Poonsri Vate-U-Lan (2013)

    Augmented Reality (AR) for academic learning purposes is growing in the same directions and at the same pace as the expansion of smart innovations into education and lifelong learning. An Augmented Reality 3D Pop-up Book- The Seed Shooting Game-employed a systematic research and development (R&D) process creating an Open Educational Resource (OER). This paper reports on an Internet-based survey of users’ attitudes towards a developed AR 3D Pop-up Book namely The Seed Shooting Game. The developed OER is available for free access through the browser. ...
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    The Oxymoron of Serious Games in eLearning: Gender Differences from an Internet-based Survey in Thailand 

    Poonsri Vate-U-Lan (2017-04)

    This research study examined gender attitudes towards playing serous games in eLearning contexts as there is a lack of comprehensive reports and academic commentary on how to apply and link serious games effectively to learning. The results were based on a large scale Internet-based survey, which involved 803 participants drawn from every region in Thailand. Sixtyone per cent of participants were females (61.2%) and the majority of them were teenagers and adult (36.8% and 24.1% respectively). The survey sought information on participants’ ...
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    Phygital Learning Concept: From Big to Smart Data 

    Poonsri Vate-U-Lan; Quigley, Donna; Masouras, Panicos (2016-12-15)

    ‘Phygital’ or physical plus digital, is a combination of a physical circumstances or tangible objects and digital or online technology-driven experience. This paper introduces a challenge on potential phygital learning environments that may induce superior learning experiences for students as compared to experienced realized through either physical or digital experiences. ‘Phygital learning’ is a novel design concept to induce a new dimension of learning experiences while students interact with the physical context simultaneously as the digital ...
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    A Prototype of eConsultancy System for Users’ Skills Improvement in Enterprise Resource Planning (ERP) Implementation 

    Seksin Cheevirot; Poonsri Vate-U-Lan (2017-07)

    eConsultancy is a new way of consultancy services through online based platforms in services delivering, in which the concept of eConsultancy shares the common characteristics of eLearning that has been widely recognized and accepted in the educational sectors. This research aims to propose the effective eConsultancy prototype model aiding in the implementation of Full word before acronym- Enterprise Resource Planning (ERP) in an efficient and effective ways. The significance of this research focuses at development of eConsulatancy prototype that ...
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    Psychological impact of e-learning on social network sites: online students’ attitudes and their satisfaction with life 

    Poonsri Vate-U-Lan (2019)

    This paper reports on the findings of a study pertaining to the psychological impact of e-learning on social network sites. The findings have resulted by means of a correlational analysis between attitude towards e-learning on social network sites and satisfaction with life of students experienced with e-learning experiences. It was based on an online survey of 607 valid responses with e-learning experiences gathered from 896 online respondents. The gender profile was balanced (males 50.7% and females 49.3% respectively). The analysis found that ...