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    AI-Powered MetaHuman Interviewer: Serious Game for Student Job Interview Skills
    (2025-01-01)
    Mongkoljaturong, Kansada
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    Manitsakulwong, Mesa
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    Moodleah, Samart
    Effective interview preparation is critical for university graduates entering a competitive job market, yet traditional methods often lack sufficient realism and interactivity. This paper presents the development and evaluation of an innovative serious game, the Interactive Interview Assistant Application (IIAA), designed to address this gap. The IIAA simulates job interviews using an AI-driven digital human interviewer powered by MetaHuman technology, a Large Language Model (LLM) for dynamic dialogue, and integrated Speech-to-Text, Text-to-Speech, and Speech-to-Animation systems, offering a personalized and immersive practice environment. The system was evaluated with senior undergraduate students across three distinct career paths (UX/UI Design, Software Engineering, Game Development). The evaluation focused on system performance, overall usability, and qualitative user feedback. Results indicate that the IIAA successfully creates an engaging and realistic simulation, with users reporting high satisfaction regarding its ability to emulate real-world interview scenarios and provide valuable, actionable feedback. While identified performance latencies related to high-definition 3D animation and voice processing require further optimization, the study underscores the significant potential of this approach. This research demonstrates that sophisticated game-based tools can substantially enhance interview preparedness, thereby improving student confidence and readiness for professional employment.
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    Artificial Intelligence Enhancing Physical Education: A systematic literature review
    (2024-01-01)
    Zhao, Juan
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    Sitthiworachart, Jirarat
    ;
    Ratanaolarn, Thanin
    This study aims to systematically review the application of Artificial intelligence (AI) technology to enhance physical education (PE). To this end, 104 journals in the databases of Baidu Scholar, Google Scholar, and King Mongkut's Institute of Technology Ladkrabang Library from 2014 to October 2023 were selected as research objects, and the research results were analyzed using the content analysis method. The analysis results show that the first research on this topic was conducted in 2014, and the Number of relevant studies has increased yearly, especially during the pandemic. In addition, these studies were mainly conducted in a combination of quantitative and qualitative, mainly journal articles. In addition, the samples of these studies are from each academic section, and most of the studies are conducted by college students. The analysis focuses on article distribution, publication time, research content, technology selection, and current and future challenges and summarizes the development trend, specific applications, benefits, and challenges of AI sports. The findings of the studies revealed that AI technology in PE can improve students' physical achievement, cognition, and learning habits. On the other hand, AI technology can enhance the effect of PE so that students have a greater interest in learning sports. Finally, some suggestions for future research are put forward.
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    Technology-Supported Active Learning in a Flexible Teaching Space
    (2022-09-01)
    Sitthiworachart, Jirarat
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    Joy, Mike
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    King, Emma
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    Sinclair, Jane
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    Foss, Jonathan
    Active learning is increasingly of interest within Higher Education. The use of technology provides, in theory, the opportunity for more effective active learning, but in practice the majority of learning technology usage is still for “traditional” approaches. Conventional staff training is failing to address this. The authors’ university has provided an experimental technology-rich teaching space (the Teaching Grid) for supporting teachers as they experiment with the delivery of innovative, technology-based teaching. This study investigates teachers’ experiences of trialling active learning approaches within the Teaching Grid using four case studies. The results suggest that the Teaching Grid can be effectively used to support teacher professional development, and the experience of using the facility encourages teachers to integrate technology into their future teaching plans. Five factors are identified which contribute to the promotion of active learning. Teachers’ perceptions of their experience indicate not only the intention to use technology more but also an increased awareness of its potential and openness to adopt more active, student-focused approaches. The broader significance of this work is to identify an alternative model for teacher development which, in contrast to most current approaches, has a demonstrable positive impact on fostering innovative, technology-based pedagogy.
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    Implementing Educational Technology in the Classroom to Teach English Skills: A Systematic Literature Review
    (2022-01-01)
    Yanwar, Amanda Pradhani
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    Sitthiworachart, Jirarat
    ;
    Joy, Mike
    Technology is getting more sophisticated in today’s globalized world. Technology also provides educational technology tools, including in English teaching and learning. It aims to support and assist teachers and students to obtain a better English teaching and learning experience. This paper focuses on the implementation of educational technologies in English classrooms. The analysis of the included studies shows that: (1) true experiments, quasi-experiments, and causal-comparative research were the research methods used in the studies; (2) 8 types of educational technologies were found to be implemented in the studies; (3) a variety of relationship between educational technology tools and English skills were identified. This paper also shows that there had been little research regarding English skills (listening, reading, grammar, and pronunciation) in the context of educational technology. Finally, this study provides other significant information on limitations and implications followed by a conclusion.
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    A Finger-Tracking System for Studying Braille Reading on a Tablet
    (2018-09-11)
    Aranyanak, Inthrapom
    In order to investigate braille reading behavior, we need a device capable of tracking readers' finger movements in real-time. This paper presents software for tracking the fingers of braille readers. The software is developed to observe reading braille-embossed paper on an Android tablet. It provides online visual information of finger movement patterns, reading durations on cells, total reading time, and the average reading rate. This allows researchers to investigate braille reading in more depth in order to help improve the readers' braille reading skills.