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Publications (13)
This study presents a comprehensive bibliometric analysis of Artificial Intelligence (AI) research for Multimedia in Education from 2020 to 2024. Using the Dimensions AI database, VOSviewer software and Scimago Graphica, we examined 45 publications to identify key trends, influential contributors, and emerging directions in this rapidly evolving fi...
STEAM education with gamification, a method that integrates game elements into the learning process, has proven to be a powerful tool. It not only encompasses various forms of gamified education but also has the potential to captivate and inspire students, breathing life into the course material. This study aims to present a comprehensive summary o...
Using technology to deliver specific human interests is gaining attention. It results in humans being presented differently with what each individual wants. Therefore, this research aims to develop a culturally tourism recommended application using machine learning technology. It has three objectives: to develop a predictive model for cultural tour...
This research aimed to: 1) develop the augmented reality (AR) application for promoting cultural attractions in Mahasarakham province; and 2) evaluate the user's satisfaction and acceptance on the application. The research methodology was divided into 2 phases in which the population was the tourists who used the application and the sample group co...
The objectives of this research are (1) to develop from an Augmented Reality application in extending English vocabulary retention; (2) to examine a student’s learning retention from the AR application. The study was conducted in two stages. First, the AR technology and an application were invented. Second, the developed AR application was used to...
The objectives of this research are : 1) to study a proper form of multimedia to promote group of "Roi-Kaen-Sarn-Sin" travelling, 2) to evaluate the suitability of multimedia developed from the study, 3) to promote the cultural tourist attraction information of "Roi-Kaen-Sarn-Sin". The study population was divided into two groups: group 1 expert in...
วารสารวิจัยเพื่อพัฒนาสังคมและชุมชน มหาวิทยาลัยราชภัฏมหาสารคาม, Vol.3, No.2, page no.105, 2559
วารสารวิจัยเพื่อพัฒนาสังคมและชุมชน มหาวิทยาลัยราชภัฏมหาสารคาม, Vol.2, No.1 2558
This research aims 1) to dissemination of the creation of Thai Folktales Animations in
learning activities; 2) to study the satisfaction with using the Creation of Thai Folktales
Animations of teachers and students at BanNongjiktharae School, and 3) to study the
satisfaction of the students with the dissemination activity of the Creation of Thai Fo...
This study aims at 1) studying the formats of the multimedia for promoting morality and ethics, and unity; 2) developing the effective multimedia for promoting morality and ethics and unity; 3) conducting a comparative study on the student's attitude toward the morality and ethics and unity promotion before and after learning through the developed...
This project aims 1) to development of 3D animation cartoon : HANA promote the concept of coexistence; 2) to study satisfaction with the 3D animation cartoon: HANA. The target group was 30 students Grade 5 at Rajabhat MahaSarakham University Demonstration School. The research tools were 1) 3D animation cartoon : HANA; 2) Experts' evaluation form an...
This study aims to 1) to development of
augmented reality to promote tourism Mahathat
Sukhothai Templequality 2) to study satisfaction in
augmented reality. The target group was 30 first year
undergraduate learners in the program of
MultimediaTechnology and Animation at Rajabhat
Mahasarakham University. The used tools are
consisted of 1) the augmen...
The objectives of this research are (1) to develop from an Augmented Reality application in extending English vocabulary retention; (2) to examine a student's learning retention from the AR application. The study was conducted in two stages. First, the AR technology and an application were invented. Second, the developed AR application was used to...