KMITL
Permanent URI for this communityhttps://dspace.kmitl.ac.th/handle/123456789/1
Browse
3 results
Search Results
- Some of the metrics are blocked by yourconsent settings
Item type:Item, Integrating Mastery Adaptive and Problem-Solving (MAPS) Digital Technology Skills into a Thai Community College Student Learning Model(2025-01-01) ;Kantathanawat, Thiyaporn ;Ussarn, Anyamanee ;Charoentham, MaiPimdee, PaitoonBackground/purpose. The increasing integration of digital technology in education underscores the need for instructional models that support personalized, skill-based, and problem-solving-focused learning. While traditional pedagogies often fail to address these needs comprehensively, this study proposes that the Mastery Adaptive Problem-Solving (MAPS) Model offers an innovative solution for enhancing digital technology skills (DTS) and academic achievement (AA) among Thai community college students. Materials/methods. The MAPS Model incorporates mastery learning, micro-learning, adaptive learning, and problem-based learning (PBL) into a six-step framework. Expert validation of the model was conducted using the Connoisseurship method via focus group discussions. A quasi-experimental design was employed to evaluate the model's implementation with 19 second-year Thai community college students. Student DTS and AA were measured using validated tools with reliability indices exceeding 0.80. Retention of skills and knowledge was assessed 14 days post-instruction. Results. Experts rated the MAPS Model highly for utility, feasibility, appropriateness, and accuracy. After implementation, students' DTS significantly exceeded the set threshold (70%), with statistical significance at the .01 level. Additionally, students demonstrated significantly higher AA post-instruction than pre-instruction levels, at the .01 significance level. Retention analysis revealed no significant decline in DTS or AA 14 days after program completion. Conclusion. The MAPS Model effectively integrates innovative pedagogical strategies to enhance DTS and AA in community college settings. Its structured, adaptable framework addresses diverse learner needs, ensuring immediate and sustained educational benefits. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Enhancing Information Communication Technology Competency in Thai University Student Computer Education Courses(2023-12-22) ;Chardnarumarn, Jutaporn ;Kantathanawat, ThiyapornSukkamart, AukkapongThis study’s objectives were to: 1) develop an integrated teaching approach using problem-based learning (PBL) to enhance information communication technology competency (ICTC) in 3<sup>rd</sup>-year Thai university Computer Science Studies students, 2) to evaluate the teaching approach, and 3) to compare learning outcomes before and after implementing the approach. The teaching approach comprised eight steps, including 1. Creating a brain-stimulating learning environment, 2. Dividing learners into small groups, 3. Integrating students into groups based on their abilities, 4. Defining problem situations, 5. Structuring the problem-solving processes, 6. Problem linkage, 7. Confronting problems, and 8. Checking for correctness. The learning effectiveness of the ICTC Model’s course implementation had a pre-test mean = 16.70, SD = 1.78, and a post-test mean = 23.00, SD = 2.64, with a statistical t-test value of 8.81. These results indicated that learning outcomes significantly improved after implementing the teaching approach (p<.05) with 20 students. This research contributes to developing an effective instructional method to enhance ICT competencies in Computer Science education. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Increasing Programming Self-Efficacy (PSE) Through a Problem-Based Gamification Digital Learning Ecosystem (DLE) Model(2022-08-21) ;Chinchua, Siwalai ;Kantathanawat, ThiyapornTuntiwongwanich, SomkiatThe researchers initially undertook a systematic literature review concerning problem-based learning (PBL), gamification, digital learning ecosystems (DLE), and programming self-efficacy (PSE). Using recent studies and papers from Google Scholar, a preliminary gamified and DLE model was proposed to help Thai students PSE. Further analysis was conducted on gamification mechanics, dynamics, and aesthetics (MDA). After an assessment by nine educational experts using four educational assessment tools from the Joint Committee on Standards for Educational Evaluation (JCSEE) of the proposed seven-step A3S3R (advise, assign, analyze, search, synthesize, summarize, and report) DLE Management Model, the model’s suitability was judged to be ‘very high’ (mean = 4.40, SD = 0.59). Consequently, the development of this learning management model will result in learners recognizing their abilities better in programming and having better programming skills. It can also potentially increase students’ critical and analytical thinking skills and computational thinking and allow them to apply new knowledge or skills to new situations. Finally, researchers can develop new practical learning styles for use in teaching and learning.
