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    Item type:Publication,
    Bugtopia: Game-Based Learning for Venomous Insect Symptom Recognition
    (2026-01-01)
    Wisescharoen, Supitcha
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    Thongkwanjai, Sirimongkol
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    Vittayakorn, Sirion
    This paper presents Bugtopia, a game-based learning prototype developed to support recognition of symptoms associated with venomous insects and related arthropods. The study aimed to compare the game-based approach with a text-based learning method in terms of immediate learning, retention, and user experience. A between-group experiment with 30 participants employed pre-test, immediate post-test, and delayed post-test measures. Learning outcomes were analyzed using both all-or-nothing and partial-credit scoring. Results showed that both methods improved performance from pre-test to immediate post-test, although the text-based method yielded larger immediate gains. In contrast, delayed post-test results showed stronger retention for the game-based method, which maintained more stable performance over two weeks and achieved higher delayed scores. Subjective results further showed positive user experience for Bugtopia and more favorable ratings for the game-based method on understanding, memory support, enjoyment, and future reuse. Overall, the findings suggest that Bugtopia is a promising complementary learning tool, particularly for promoting retention and engagement.
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    Item type:Publication,
    Learning by Doing: The Impact of Virtual Reality Scenarios on First Aid Training Effectiveness
    (2024-01-01)
    Kawmong, Chanikarn
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    Kuljittwattana, Ittiporn
    ;
    Moodleah, Samart
    Limited accessibility, high costs, and potential lack of user engagement can hinder the effectiveness of traditional first-aid training methods. Thailand serves as a case study, where data from 2017-2021 reveals a concerning incidence of emergency illnesses (12,000 per 100,000 people) and a concerning mortality rate (179.6 per 100,000 people). This study investigates the potential of Virtual Reality (VR) technology as a novel and engaging approach to first-aid t raining, s pecifically de signed for Thai speakers. Participants engaged with a VR first aid training game featuring interactive modules on essential equipment, emergency procedures, and Cardiopulmonary Resuscitation (CPR) with Automated External Defibrillator (AED) u sage. Compared to a control group, participants who trained with the VR First Aid game demonstrated a significant increase in first-aid knowledge (31.00%). Additionally, the VR training method yielded a substantial increase in user satisfaction (42.42%) compared to traditional approaches. These findings highlight V R technology as a promising alternative for first-aid training, potentially offering improved accessibility, engagement, and learning outcomes compared to traditional methods.
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    Item type:Publication,
    After the Spread of COVID-19: A Study of Board Game Design Factor for Game-Based Learning
    (2023-01-31)
    Egwutvongsa, Songwut
    ;
    Tongmoon, Nutthapong
    This research had the objective to study the design factors of board games for game-based learning by being classified into two parts: 1) Studying the design factors for board games for learning through a systematic review. 2) Studying the design factors for board games of the customers’ needs from the quality function deployment technique based on the data gathered from structured questionnaires. The population group comprised 100 board game customers, and the results found that there were two significant factors in designing the board game for promoting learning with the customers’ needs that were related to the playing patterns or the mechanisms. Thus, both factors enabled the players to gain the motivation for participation in learning through the board games, including the design factors of the board games for promoting learning until they could respond to customer satisfaction at the same level as existing board games that are appropriately sold in the markets.
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    Item type:Publication,
    A Development of Game-Based Learning in Virtual Reality for Fire Safety Training in Thailand
    (2021-06-30)
    Satapanasatien, Kodchaporn
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    Phuawiriyakul, Thanchanok
    ;
    Moodleah, Samart
    Fire incidents damaged both the economy and human life. In the past three decades, 59,387 fire incidents in Thailand approximately lost 40 billion baht and 2,076 deaths. Fire safety training methods are organized in a very limited number each year for many reasons such as training place or safety concern. We propose game-based learning for fire safety training using virtual reality technology. We create five learning lessons based on fire training contents and three playing stages (play, learn and test) that players can interact with. It behaves as a self-learning tool that can be used often and overcome the difficulty in organizing fire safety training. In addition, virtual technology simulates realistic computer graphic contents and rich interactive actions. Most importantly it offers a safe virtual environment; it extends the audience to a wide range of ages. Our game-based training is evaluated, and the result shows that fire safety knowledge is increased by 122% and 63% compared to the non-training and the traditional training respectively as well as users' satisfaction average score is exceeded 90%.