Now showing items 1-5 of 5

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    The Influence of Game Addiction and Internet Addiction among University Students on Depression Stress and Anxiety Mediated by Self-regulation and Social Support 

    Varma, Parvathy (2015-10)

    The present study investigated the direct and indirect influences of Internet and online game addiction on the levels of depression, anxiety, and stress mediated by self-regulation and social support among students of a private university in Thailand. The study’s sample consisted of 380 students of whom (218 females and 162 males) from a private university. Results from the path analysis indicated that the respondents’ level of game addiction and internet addiction had both direct and indirect influences on their levels of depression, anxiety, ...
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    Lego Game-based Learning and Improving STEM Education among Children 

    Assumption University. Graduate School of Advanced Technology Management (2020-02-26)
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    Redesign principles of game-based learning: expectations from stakeholders in a developing country 

    Poonsri Vate-U-Lan (Paper presented at the 8th European Conference of Game-based Learning (ECGBL2014), 2014)

    The attraction of game-based learning is strong as the educational experience is immediately gratifying and rewarding which inspires, challenges and engages young people. This paper examines two main aspects of principles in re- designing game-based learning in both school and out-of-school contexts. In 2011 Thailand was Southeast Asia’s biggest online game market. In 2012, the Thai government implemented the one-tablet-per-child project which allocated almost one million tablets to Grade One students nation-wide. The prime stakeholder groups ...
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    Redesign principles of game-based learning: expectations from stakeholders in a developing country 

    Poonsri Vate-U-Lan (2014)

    The attraction of game-based learning is strong as the educational experience is immediately gratifying and rewarding which inspires, challenges and engages young people. This paper examines two main aspects of principles in redesigning game-based learning in both school and out-of-school contexts. In 2011 Thailand was Southeast Asia's biggest online game market. In 2012, the Thai government implemented the one-tablet-per-child project which allocated almost one million tablets to Grade One students nation-wide. The prime stakeholder groups ...
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    Transforming classrooms through game-based learning: a feasibility study in a developing country 

    Poonsri Vate-U-Lan (2015)

    This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents were female (59.2% or N=100 females and 40.8% or N=69 males). Slightly more than half (55.6%) of the participants were elementary, secondary and university students. An additional second group of thirty-five ...