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Career awareness linkage strategies to support learning career education and STEM education

Abstract

This study analyzed the attributes and competencies for careers that correspond to STEM education to facilitate career awareness in early childhood and assessed the appropriateness of career awareness and career exploration through career education that supports STEM education. A number of methods were used to assess skills and competencies for early childhood children: Synthesizing existing research, interviews with well-known 12 people who have careers in STEM fields (e.g., psychologists, scientists, entomologists, physicians), and stakeholder analysis, and a career linkage strategy model. The findings indicated that the most important attributes and competencies for overall child development were the ability to recognize one’s own emotions, to form one’s attitude, to build one’s character, to develop one’s personality, and to learn competence that could form one’s identity and be used in a variety of situations. The career linkage strategy model is proposed for connecting each stakeholder to support children’s career learning. It connects schools, family, and other supports that could yield results in career awareness in early childhood children. The career linkage strategy model is a way of promoting the role of society in career learning in early childhood. It found that all sectors were important as they facilitated or affected career awareness in early childhood.

Nongluck Manowaluiloua and Prachyanun Nilsook (2023) Career awareness linkage strategies to support learning career education and STEM education. Kasetsart Journal of Social Sciences, Volume 044, Issue 1, January 2023- March 2023, Pages 199-208.
https://doi.org/10.34044/j.kjss.2023.44.1.22

Digital Learning Ecosystem Based on the STEAM Gamification Concept to Develop Innovator Characteristics of Vocational Learners

Abstract

Developing the manpower to have completeness, including knowledge, skills, attitudes, morals, and ethics. It is an important foundation for the development of the nation for sustainable progress; as shown in the framework of the 13th National Economic and Social Development Plan [1], which aims to develop human resources in all dimensions, and at all ages to become good, competent, qualified, ready for life in the 11th century; The STEAM Education is a model of learning management that focuses on integrating knowledge in the five sciences, namely Science, Technology, Engineering, Art and Mathematics to create a comprehensive body of knowledge for learners; As for the learning process with the Gamification, it is the concept of organizing activities that will encourage learners to participate, create a good learning environment, and promote the characteristics of learners in working as a team, with the principle of the two concepts, if used in planning the development of learning management for vocational students, that focusing on professional skills development will help promote the potential of learners to meet the goals of effective manpower development; therefore, it is the origin of the development of digital learning ecosystems based on the STEAM Gamification concept to develop innovator characteristics of vocational learners, which play an important role in the development of the country, as a guideline for developing learners to have knowledge, skills, good attitude in working in the organization, or entrepreneurship in the future; it also promotes the lifelong learning characteristics of learners, from applying and utilizing the self-development process with the scientific and artistic thought processes that are possible to create innovations for solving problems and developing society and the nation in the future.

Kummanee, J., Nilsook, P., Piriyasurawong, P., Wannapiroon, P. (2023). Digital Learning Ecosystem Based on the STEAM Gamification Concept to Develop Innovator Characteristics of Vocational Learners. In: Auer, M.E., Pachatz, W., Rüütmann, T. (eds) Learning in the Age of Digital and Green Transition. ICL 2022. Lecture Notes in Networks and Systems, vol 634. Springer, Cham. https://doi.org/10.1007/978-3-031-26190-9_73

Gamers’ Total Experience and Game Motivation for Further Education Digital Manpower

Abstract—Digital Manpower is very necessary in Thailand today as the
growth of technology continues to increase. For example, tech giant Gartner has announced new technology trends every year including 2022, announcing the following technology trends: Total Experience, Composable Application, Decision Intelligence, Hyperautomation, Distributed Enterprises, Autonomic Systems, Generative AI, AI Engineering etc. The application of technology in daily life is increasing. The development of Digital Manpower is therefore very important in order to increase the knowledge and expertise of the country’s people
in technology. From the statistics, the country has increased internet usage in many ways. For example, from the statistics in 2021, Thai children playing games were number 1 in the world, and in 2022, Thai children playing games are in 2nd place in the world. But the problem faced with Thai education today is that children like to play games and think that they can study in the field of computers. But, in fact, students are not directed into the technology field taking into account their own aptitudes. causing the study to be not fully effective and some leave their courses midway. Therefore, this research is interested in the Confirmation factors of children playing games by collecting data on Gamers’ Total Experience and Game Motivation in order to analyze the data and discover the confirmation factors that direct the admissions to various computer disciplines. What direction and aptitude do you need to be able to enter a group of computer science disciplines in order to become a Digital Manpower in the country’s future development. The researcher has collected data from a sample of 630 people from all six groups in computer science. The confirmation factor was analyzed by
the LISREL program. It was found that each group of computer disciplines had different confirmation factors.

Pornpongtechavanich, P., Nilsook, P., & Wannapiroon, P. (2023). Gamers’ Total Experience and Game Motivation for Further Education Digital Manpower. International Journal of Emerging Technologies in Learning (iJET), 18(05), pp. 62–78. https://doi.org/10.3991/ijet.v18i05.36877

Enabling high performance digital manpower through higher education

ABSTRACT: This research aimed to synthesise the required competence of high-performance digital manpower for students in higher education. The study began with stating the problem, followed by a literature review to find core, congruous elements for a digital competence qualifications framework for undergraduates and digital manpower competence. It has been established that the competencies in terms of high-performance digital manpower for students in higher education consist of eight aspects as follows: 1) information retrieval and usage; 2) creativity and innovation; 3)identity and quality of life; 4) teaching or learning; 5) tools and technology; 6) communication and coordination;7)problem solving with digital tools; and 8) adaptive digital transformation. Guidelines for enabling high-performancedigital manpower involve enhancing digital educational competencies for higher education qualifications and developing a curriculum that allows students to use digital technology to perform their duties appropriately and efficiently.

Oraphan Amnuaysin, Prachyanun Nilsook & Panita Wannapiroon (2023).
Enabling high performance digital manpower through higher education.
World Transactions on Engineering and Technology Education.
Vol.21, No.1, 2023 ; pp 38-43.
http://www.wiete.com.au/journals/WTE&TE/Pages/Vol.%2021,%20No.1%20(2023)/06-Amnuaysin-O.pdf

งานมุทิตาสักการะอาจาริยบูชา 27-28 ก.พ.2566

งานมุทิตาสักการะอาจาริยบูชา
แต่พระเดชพระคุณ
หลวงพ่อกนฺตสิริ ภิกฺขุ
เนื่องในวโรกาส ครบรอบสิริอายุวัฒนมงคล ๘๖ ปิ
วันที่ ๒๗-๒๘ กุมภาพันธ์ พ.ศ.๒๕๖๖
ขอเรียนเชิญศิษยานุศิษย์ และห่านสาธุขนทั้งหลาย ร่วมปฏิบัติธรรม ฟังพระธรรมเทศนา นั่งสมาธิทำวัตรเย็น-ทำวัตรเช้า
เจริญพระพุทธมนต์สวดธัมมะจักกัปปะวัตตะนะสูตร เพื่อน้อมถวายเป็นอาจาริยบูชาแต่พระเดชพระคุณหลวงพ่อกนฺตสิริ ภิกฺขุ และหอดผ้าป่าสามัคคี เพื่อสมทบทุน ปฏิสังขรเสนาสนะ ให้กับผู้ที่
มาปฏิบัติธรรม ณ สำนักปฏิบัติธรรมศิริธรรมนายาง
ในวันอังคารที่ ๒๘ กุมภาพันธ์ พ.ศ.๒๕๖๖
วันจันทร์ที่ ๒๗ กุมภาพันธ์ พ.ศ.๒๕๖๖
เวลา ๑๘.๐๐ น. ตีระฆัง ทุกท่านพร้อมเพรียงกัน ณ ศาลาวิสุทธิเทพ
เวลา ๑๘.๑๕ น. สมาทานศิล ทำวัตรเย็น เจริญพระพุทธมนต์ นำโดย พระอาจารย์ซูเกียรติ โฆสธมโม
ㆍ ฟังพระธรรมเทศนา โดย พระอาจารย์ซูเกียรติ โฆสธมฺโมฟังพระธรรมเทศนา โดย พระอาจารย์บุญแต่ง ฉนทชาโต
เวลา ๒๑.๓๐ น. พักผ่อนตามอัธยาศัย
เวลา ๐๔.๐๐ น. ตีระฆัง
เวลา ๐๔.๑๕ น. ทำวัตรเช้า สวดธัมมะจักกัปปะวัตตะนะสูตร
วันอังคารที่ ๒๘ กุมภาฬนธ์ พ.ศ.๒๕๖๖
เวลา ๐๖.๓๐ น. เตรียมของใส่บาตรพระ
เวลา ๐๗.๐๐น. หลวงพ่อใส่บาตรพระสงฆ์ และญาติโยมร่วมด้วย
เวลา ๐๗.๓๐ น. ฟังธรรมจากพระเดชพระคุณหลวงพ่อกนฺตสิริ ภิกฺขุ-ไหว้พระรับศีล-ถวายสังฆทาน
เวลา ๑๐.๐๐ น. ทอดผ้าบำสามัคคี บูชาธรรม และเพื่อปฏิสังขรเสนาสนะพระเถรานุเกระกล่าวคำ ขอขมา(หลวงพ่อ) ตัวแทนญาติโยมด้วย ถวายเทียนแพ พวงมาลัยแหนการสรงน้ำ รักษาระยะห่างป้องกันโควิด ใส่แมส
พระเถรานุเกระกล่าวคำ อาราธนานิมนต์ พระเดซพระคุณหลวงพ่อ อยู่เป็นร่มโพธิ์ร์มไทร
ให้ศิษยานุศิษย์ได้พึ่งใบบุญ ตราบนานเท่านานเทอญ

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ขอให้ทุกท่านเดินทางโดยสวัสดิภาพ
มีโรงทานมังสวิรัติตลอดงาน
ติดต่อพระธนะศิริ รตนญาโณ
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การประชุมวิชาการเทคโนโลยีและสื่อสารการศึกษาระดับชาติ ครั้งที่ 6

การประชุมวิชาการเทคโนโลยีและสื่อสารการศึกษาระดับชาติ ครั้งที่ 6
NCTAECT 6th National Conference on Thai Association Educational Communications and Technology:
DIGITAL TECHNOLOGY FOR LIFELONG LEARNING
เวลา 9.00 – 16.00 น.
วันเสาร์ที่ 29 เมษายน พ.ศ.2566
https://nctaect2023.com

วันครู 16 มกราคม 2566

คุรุสภา

ครูมีเกียรติศักดิ์ศรี เด็กรัก
ครูดีสั่งสอนมัก เด็กชอบ
ครูสร้างชาติพลัง เด็กรุ่ง เรืองรอง
ครูครรลองส่งมอบ เด็กล้วน ศรีเมือง

ศ.ดร.ปรัชญนันท์ นิลสุข

พลังครู คือ หัวใจ
ของการพลิกโฉม
คุณภาพการศึกษา
Teacher’s Power is
the Heart of Transforming
the Educational Quality
วันครู ๑๖ มกราคม พ.ศ. ๒๕๖๖

Digital storytelling training kit for assessing depression risk for the elderly

ABSTRACT
This research aims to design and develop a mobile-learning training kit for assessing the depression risk of elderly Muslims using the spiritual dimension of human security. In this research, we compare the achievements before and after the training of village health volunteers using mobilelearning training kits in a simple, random way. The sample is divided into two groups: a sample of 30 individuals is used to determine the performance and the academic achievement of the mobilelearning training kit. In addition, 33 other people are used to assess user satisfaction with the mobile learning training kit. The research indicates that the design and development of the training kits
involving digital storytelling are characterized by two languages: Thai and Malay, consisting of 4 modules, with an efficiency of 81.56. In terms of achievement in a series of training sessions using the mobile-learning training kit, it was found that after training, the results were statistically significantly higher than before training at .05 and that the users’ satisfaction with the training kit was extremely high.

Keywords: mobile learning training kits; digital storytelling; depression risk; spiritual dimensions; Muslim Elderly

Katekeaw Pradit, Anong Phibral and Prachyanun Nilsook (2022)
Digital storytelling training kit for assessing depression risk for the elderly. International Journal of Education and Development using Information and Communication Technology.
(IJEDICT), 2022, Vol. 18, Issue 3, pp. 173-190. (ERIC)
http://ijedict.dec.uwi.edu/

Virtual Board Games Platform

Abstract:The objectives of this study were to investigate the virtual board games and to evaluate the virtual board games compared to the physical board game. The results of this study indicated that the overall composition of a virtual platform was comparable to that of a physical board game. Especially for the functional aspect, experts agreed that the virtual board game was as convenient as or better than the physical board game while in other aspects, including the enjoyment aspect, the virtual board games can be used in the same way as the physical board games. On the other hand, the social aspect was a slightly inferior one.

C. Chukusol, P. Nilsook and P. Wannapiroon, “Virtual Board Games Platform,” 2022 Research, Invention, and Innovation Congress: Innovative Electricals and Electronics (RI2C), 2022, pp. 273-277,
https://doi.org/10.1109/RI2C56397.2022.9910289.