Thada Jantakoon

Thada Jantakoon
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Thada verified their affiliation via an institutional email.
Verified
Thada verified their affiliation via an institutional email.
  • Doctor of Philosophy in Information and Communication Technology for Education
  • Assistant Professor at Rajabhat Maha Sarakham University

About

32
Publications
11,989
Reads
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180
Citations
Introduction
Asst. Prof. Dr. Thada Jantakoon is a guest reviewer for issues of the Eurasia Journal of Mathematics, Science and Technology Education (Scopus & ERIC). He is on the editorial boards and reviewers of the International Journal of Innovative Research and Scientific Studies (Scopus) and the International Journal of Higher Education.
Current institution
Rajabhat Maha Sarakham University
Current position
  • Assistant Professor
Additional affiliations
November 2009 - present
Rajabhat Maha Sarakham University
Position
  • Lecturer
Education
August 2016 - May 2019
King Mongkut's University of Technology North Bangkok
Field of study
  • Information and Communication Technology for Education
August 2007 - March 2009
November 2001 - March 2004
Mahasarakham University
Field of study
  • Business Computer

Publications

Publications (32)
Article
Full-text available
This research aimed at proposing virtual immersive learning environments (VILEs) based on digital storytelling to enhance deeper learning for undergraduate students in all fields. The VILEs based on digital storytelling to enhance deeper learning for undergraduate students was developed based on the review of the literature, the expert’s interview...
Article
Full-text available
The purposes of the research were 1) to design the Digital Educational Computer Games Environments Supporting Education (DECGE-SE) and 2) to evaluate the DECGE-SE. The research procedure was divided into two phases. The DECGE-SE as follows: (1) Learning: (1.1) Subject area, (1.2) Learning objectives/Player goals, (1.3) Learning Theories, (1.4) Plat...
Article
Full-text available
Big data is an important part of innovation that has recently attracted a lot of interest from academics and practitioners alike. Given the importance of the education industry, there is a growing trend to investigate the role of big data in this field. Much research has been undertaken to date in order to better understand the use of big data in m...
Article
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The goals of this study are to develop the architecture of a system for predicting student performance based on data science approaches (SPPS-DSA Architecture) and evaluate the SPPS-DSA Architecture. The research process is divided into two stages: 1) context analysis and 2) development and assessment. The data is analyzed by means of standardized...
Article
Full-text available
A scientometric analysis and systematic review of an immersive virtual learning environment (IVLE) designed to improve the development of hard skills comprised this study. The review focused on the period between 2016 and 2023 and was conducted using the Scopus database. This study employed a scientometrics analysis and systematic review methodolog...
Article
Full-text available
This research addresses the pressing need for innovative educational frameworks that foster creativity and innovation in online learning environments. The study develops and validates a comprehensive model integrating STEAM education, micro-learning principles, and augmented reality (AR) technology within massive open online courses (MOOCs). Throug...
Article
Full-text available
This meta-analysis examined the effectiveness of artificial intelligence (AI) technologies in educational settings through a systematic review of 13 empirical studies conducted across eight countries. We analysed the impact of various AI technologies on educational outcomes using PRISMA guidelines and multiple analytical approaches, including novel...
Article
Full-text available
This bibliometric study examines the evolving research landscape on teachers' roles in AI-enhanced education from 2020 to 2024. Using the PRISMA 2020 guidelines, we analyzed 54 relevant publications using VOSviewer and Scimago Graphica tools. The study reveals a significant publication surge, peaking at 25 in 2023, indicating growing academic inter...
Article
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The rapid digital transformation of education has significantly influenced remote learning, with digital literacy emerging as a crucial competency for students, educators, and institutions. This study employs a bibliometric analysis to explore research trends, influential authors, and thematic developments in digital literacy within remote learning...
Article
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The flipped classroom model has gained significant attention as an innovative pedagogical approach to teaching English as a Foreign Language (EFL). This method promotes active learning, student engagement, and improved language proficiency by shifting content delivery to pre-class activities and dedicating class time to interactive and collaborativ...
Article
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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...
Article
Full-text available
This study presents a comprehensive bibliometric analysis of Artificial Intelligence (AI) for digital literacy research from 2015 to 2024, utilizing citation analysis on 223 articles from the Dimensions database. The research examines publication trends, author collaborations, and thematic focuses in the field. Findings reveal a significant publica...
Article
Full-text available
This study presents a scientometric analysis of personalized learning research from 2020 to 2024. Using the Lens database, 4,463 scholarly articles were analyzed to identify key trends and patterns in this rapidly evolving field. The analysis revealed consistent publication growth over the 5 years, with journal articles dominating as the primary pu...
Article
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The Flipped Classroom (FC) model, a teaching method used in various educational settings, including language learning, aims to improve student engagement and understanding. Its application in English language learning involves restructuring traditional teaching and learning methods. This study was meticulously designed to assess FC's effectiveness...
Article
Full-text available
This study conducts a bibliometric analysis of artificial intelligence (AI) in STEM education research from 2020 to 2024. The study uses citation analysis to examine publication trends, country contributions, top authors, cited journals, and influential articles in this field. Data was collected from the Dimensions database using the keywords "arti...
Article
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This study aimed to synthesize and evaluate a STEAM Learning Ecosystem on Gamification System to Promote Innovators. The research was conducted in three phases: (1) synthesis, (2) development of the learning ecosystem, and (3) expert evaluation. The resulting ecosystem comprises three main elements: (1) STEAM Learning Ecosystem (Instructor, Learner...
Article
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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...
Article
Full-text available
The STEAM learning environment with a gamification system has been found to promote innovators by enhancing creative thinking and innovation skills in students. It can engage and motivate students, making the course content come alive. The objective of this study is to provide an overview of the research conducted in the field of STEAM education wi...
Article
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This scientometric analysis and systematic review methodologies examine the integration of gamification into steam education from 2017 to 2023. We collected data from the Scopus database. The study employed content analysis to evaluate 34 articles published during the past 7 years. The aggregate magnitude and trajectory of publications. The study e...
Article
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The synthesis of digital teacher competencies for students in the higher education teaching profession aims to: 1) synthesize digital teacher competencies for teacher students in higher education 2) assess how suitable these digital teacher competencies are for students in the teaching profession within higher education. This study employed documen...
Article
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This research examined the process of creating educational innovations through cloud-based constructivism and connectivism learning for undergraduates. The objectives were as follows: (1) To examine the cloud-based constructivism and connectivism learning model’s roles in helping undergraduates create educational innovations; and (2) To evaluate th...
Article
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This study aims to: (1) a design for design thinking learning model on digital workspace for sustainable products and services to enhance digital entrepreneurs; and (2) evaluate the design thinking learning model on digital workspace for sustainable products and services to enhance digital entrepreneurs. The sample is made up of ten specialists who...
Article
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Advances in augmented and virtual reality (AVR) technology have allowed for the development of AVR interactive learning environments (AVR-ILEs) with increasing fidelity. When paired with a suitably capable computer tutor agent, such environments can permit adaptive and self-directed learning of procedural skills in some cases. We undertook a compre...
Article
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The system architecture of big data in massive open online courses (BD-MOOCs System Architecture) is composed of six components. The first component was comprised of big data tools and technologies such as Hadoop, YARN, HDFS, Spark, Hive, Sqoop, and Flume. The second component was educational data science, which is composed of the following four pa...
Article
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This research aims to 1) Develop a common framework for artificial intelligence in higher education (AAI-HE model) and 2) Assess the AAI-HE model. The research process is divided into two stages: 1) Develop an AAI-HE model, and 2) Assessment the model. The sample consists of five experts chosen through purposive sampling. The data is analyzed by me...
Article
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These objectives of the study are 1) to design STEAM education using Design Thinking Process through Virtual Communities of Practice (STEAM-DT-VCoPs), and 2) to evaluate the designed STEAM-DT-VCoPs. It divides the research procedures into two phases. The first phase is to design STEAM-DT-VCoPs, and the second phase is to evaluate the STEAM-DT-VCoPs...
Article
Full-text available
This study aimed to synthesize theoretical and designing framework of Virtual Immersive Learning Environments (VILEs) based on digital storytelling to enhance deeper learning for undergraduate students. Documents analysis and survey research were employed in this study. The procedures were as follows: (1) to examine and analyze the principles, theo...
Article
Full-text available
This research aimed at proposing an ubiquitous flipped classroom instructional model with learning process of scientific to enhance problem-solving skills for higher education (UFC-PS model). The UFC-PS model was developed based on the review of the literature, the expert’s interview and evaluated by five experts. The research results were found th...
Article
Full-text available
This study was a report on the findings of a Research and Development (R&D) aiming to develop the model of the flipped classroom with mobile learning based on constructivist learning theory to enhance critical thinking (FCMOC model). The sample consisted of 10 experts in computer education field during the FCMOC model developing stage. The research...
Article
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This research aims to 1) design the model of project-based learning on cloud computing technology in collaboration to enhance ICT literacy, and 2) assess the model of project-based learning on cloud computing technology in collaboration to enhance ICT literacy. The research process was divided into 3 stages: 1) study and analyze the relevant docume...
Article
Full-text available
This research aims to 1) design the system architecture of business intelligence to AUN-QA Framework for higher education institution, and 2) assess the system architecture of business intelligence to AUN-QA Framework for higher education institution. The research process is divided into 3 stages: 1) study and analyze the relevant documents and res...
Article
Full-text available
This research aims to develop and evaluate the model of flipped classroom instructional model by using WebQuest based on the constructivist theory for creating critical thinking and problem-solving skills that divide into 2 stages: the first stage was to develop flipped classroom instructional model by using WebQuest with the constructivist theory...

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