Now showing items 1-9 of 9

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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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    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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    The effectiveness of blended learning: a case study 

    Anaraki, Firouz (Assumption University Press, 2018)

    Recent policy announcements by the Thai government: Thailand 4.0, and its education component: Education 4.0, advocate the use of innovation and digital technology in schools and universities to improve the quality of education. We explore here the effectiveness of blended learning at an institute of higher education with a case study for one subject taught at the undergraduate level at Assumption University. Blended Learning in this study is defined as supplementing traditional classroom lectures with an online eLearning course in the same ...
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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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    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 study on interactions between anonymous and non-anonymous pre-service teachers in blended learning using creative problem solving technique to enhance pre-service teachers’ ability in professional practices 

    Nuttaphong Kanchanachaya; Taminee Shinasharkey (2015)

    In Thailand, many pre-service teachers are still shy and afraid to ask questions in the classroom. To enhance preservice teachers’ ability, pre-service teachers need to show their potential and should be encouraged to participate in the class. This paper aims to study the pre-service teachers’ interaction and participation in the online mode in terms of blended learning using creative problem solving technique. The sample group of this study was 28 pre-service teachers. The first group was treated anonymously when they were online while the ...
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    Teaching English with augmented reality technology: evaluative feedback of elementary school students. 

    Poonsri Vate-U-Lan (Parkroyal, Kuala Lumpur, Malaysia., 2015)

    The application of new educational technologies to the teaching of English in classrooms around the world is an important endeavor. One of the outstanding innovations is Augmented Reality technology, which is a computer-generated technology that enhances user perception and experience. The researcher selected Augmented Reality technology since it is very attractive to young learners in teaching English as a foreign language in classrooms due to its capacity for learners to see and experience the real world with embedded 3-dimensional content. ...
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    Trends and directions of technology in elementary schools under the Bangkok metropolitan administration 

    Poonsri Vate-U-Lan (Paper presented at the Fifth TCU International E-learning Conference 2014 “Overcome the Uncertainty of Technology in Education”, 2014)

    The future can be forecast from a decision based on current knowledge in relation to the trends and directions of computer technology implementation in a school. It depends frequently on the influence of administrators and their knowledge level. It is crucial to study the demand and the confidence level of e- learning implementation in the schools from an administration perspective. In 2013, a group of 120 school administrators attended a seminar workshop on e-learning at a university in Bangkok, Thailand. Fifty-six participants returned the ...
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    Tuning creativity through eCartooning: a successful blended learning process 

    Poonsri Vate-U-Lan (The International e-Learning Conference “Empowering Human Capital Through Online Learning Technology”, 2011)

    This paper considers the issues of how to augment student creativity in the blended learning environment of Internet-based digital cartooning or eCartooning and, secondly, the eCartooning characteristics required in implementing such a learning project. The phrase, “Internet-based digital cartooning or eCartooning” refers to online applications which provide the scope for creating, developing, editing, sharing and distributing cartoon stories on the Internet. “ToonDoo” was selected as a pilot web application for this quasi experimental research ...