The objectives of this research were: 1 ) to find the effectiveness of the blended learning management
activity package 2) to compare the learning achievement 3) to study memory retention and 4) to study the
satisfaction with the blended learning activities. The research sample consisted of 3 0 1
st year students
enrolled in the Innovation and Information Technology for Communication and Learning course in the 2
nd
semester of the academic year 2 0 2 0 in the Major of General Science, Faculty of Education, Rajabhat
Nakhon Si Thammarat University. The research tools were: 1) a blended learning management activity
package, and 2 ) an online questionnaire on the satisfaction of the learners with the blended learning
activities. The statistics used in the data analysis were mean, S. D. and hypothesis testing using t-test
Dependent. 1) The developed efficiency was 8 0 .5 8 /8 7 .6 7 , which was the efficiency according to the
specified criteria 8 0 /8 0 . 2 ) The statistically significant comparison of the learning achievement after
receiving the learning management was higher than before the learning management at the .05 level. 3)
The study of memory retention after 2 weeks of learning management was not significantly different at the
.05 level and 4) The overall of the satisfaction blended learning activities were at the highest level.
This study aims to determine the level of eligibility of the application of staffing information systems as a learning media for automation of staffing governance in the Vocational. This research method uses quantitative research methods. Data collection techniques are done using a questionnaire and analysis of needs using quantitative data analysis. Based on the results of the feasibility test on the application of the staffing information system as a learning media for automation of the governance of staffing above it was concluded that the application of the staffing information system can be categorized as very suitable for use in the learning process in the Vocational School in the Field of Automation and Office Management. Based on the results of the assessment of material experts, validation of media experts, expert practitioners and materials that show the results of the assessment of 89.2% of material experts; 95% assessment of media experts; 90% of expert practitioners, so the application is very feasible to use in the learning process.
ENHANCING STUDENTS’ LEARNING AND SATISFACTION THROUGH THE USE OF SOCIAL MEDIAIJITE
Communication in and out the classroom is an essential component for education. As the technology
emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social
media technologies provide informal communication methods that promote student engagement and
satisfaction by removing communication barriers. In this paper, we report our experience in using different
social media technologies to enhance students’ learning experience and satisfaction with the course. We
perform our experiment in software project management course and conduct a survey to assess the
students’ perspective towards using these different social media technologies in enhancing their learning
and satisfaction. Results show that students are satisfied and feel that their learning experience has
improved when using social media for class communication.
Enhancing Student's Learning and Satisfaction Through the Use of Social MediaIJITE
Communication in and out the classroom is an essential component for education. As the technology emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social media technologies provide informal communication methods that promote student engagement and satisfaction by removing communication barriers. In this paper, we report our experience in using different social media technologies to enhance students’ learning experience and satisfaction with the course. We perform our experiment in software project management course and conduct a survey to assess the students’ perspective towards using these different social media technologies in enhancing their learning and satisfaction. Results show that students are satisfied and feel that their learning experience has improved when using social media for class communication.
ENHANCING STUDENTS’ LEARNING AND SATISFACTION THROUGH THE USE OF SOCIAL MEDIAIJITE
Communication in and out the classroom is an essential component for education. As the technology emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social media technologies provide informal communication methods that promote student engagement and
satisfaction by removing communication barriers. In this paper, we report our experience in using different social media technologies to enhance students’ learning experience and satisfaction with the course. We perform our experiment in software project management course and conduct a survey to assess the students’ perspective towards using these different social media technologies in enhancing their learning
and satisfaction. Results show that students are satisfied and feel that their learning experience has improved when using social media for class communication.
This study aims to determine the level of eligibility of the application of staffing information systems as a learning media for automation of staffing governance in the Vocational. This research method uses quantitative research methods. Data collection techniques are done using a questionnaire and analysis of needs using quantitative data analysis. Based on the results of the feasibility test on the application of the staffing information system as a learning media for automation of the governance of staffing above it was concluded that the application of the staffing information system can be categorized as very suitable for use in the learning process in the Vocational School in the Field of Automation and Office Management. Based on the results of the assessment of material experts, validation of media experts, expert practitioners and materials that show the results of the assessment of 89.2% of material experts; 95% assessment of media experts; 90% of expert practitioners, so the application is very feasible to use in the learning process.
ENHANCING STUDENTS’ LEARNING AND SATISFACTION THROUGH THE USE OF SOCIAL MEDIAIJITE
Communication in and out the classroom is an essential component for education. As the technology
emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social
media technologies provide informal communication methods that promote student engagement and
satisfaction by removing communication barriers. In this paper, we report our experience in using different
social media technologies to enhance students’ learning experience and satisfaction with the course. We
perform our experiment in software project management course and conduct a survey to assess the
students’ perspective towards using these different social media technologies in enhancing their learning
and satisfaction. Results show that students are satisfied and feel that their learning experience has
improved when using social media for class communication.
Enhancing Student's Learning and Satisfaction Through the Use of Social MediaIJITE
Communication in and out the classroom is an essential component for education. As the technology emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social media technologies provide informal communication methods that promote student engagement and satisfaction by removing communication barriers. In this paper, we report our experience in using different social media technologies to enhance students’ learning experience and satisfaction with the course. We perform our experiment in software project management course and conduct a survey to assess the students’ perspective towards using these different social media technologies in enhancing their learning and satisfaction. Results show that students are satisfied and feel that their learning experience has improved when using social media for class communication.
ENHANCING STUDENTS’ LEARNING AND SATISFACTION THROUGH THE USE OF SOCIAL MEDIAIJITE
Communication in and out the classroom is an essential component for education. As the technology emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social media technologies provide informal communication methods that promote student engagement and
satisfaction by removing communication barriers. In this paper, we report our experience in using different social media technologies to enhance students’ learning experience and satisfaction with the course. We perform our experiment in software project management course and conduct a survey to assess the students’ perspective towards using these different social media technologies in enhancing their learning
and satisfaction. Results show that students are satisfied and feel that their learning experience has improved when using social media for class communication.
The Development of a Blended Learning Management Model with Synectics Teachin...ijma
The objectives of this research are: 1 ) to develop and determine the quality of a blended learning management model using synectics teaching and out-of-the-box thinking techniques; 2 ) to compare creativity thinking score after receiving the blended learning management by teaching synectics and outof-the-box thinking techniques to foster creativity and 3) to study the satisfaction of students learning with the blended learning management model. The sample group used in this research was the 1 st year Bachelor of Education students, Faculty of Education, Rajabhat Nakhon Si Thammarat University including 60 students enrolled in the course of innovation and information technology for communication and learning in semester 2, academic year 2020. They were divided into experimental groups and control groups. The research tools included web-based lessons, lesson plans and satisfaction assessments including mean, S.D. and hypothesis testing with independent t-test. The results showed that:1) the results of the development and quality assessment of the blended learning model by using synectic teaching and out-of-the-box thinking techniques to promote creativity were at a very good level; 2) comparison of creativity scores of the experimental group students after receiving the learning management with the developed instructional model were higher than the control group, indicating that the mean scores have statistically significantly different at . 05 and 3) the overall student satisfaction assessment in all aspects was high level. It was concluded that the research results were in accordance with the hypothesis testing.
PROMOTING STUDENT ENGAGEMENT USING SOCIAL MEDIA TECHNOLOGIEScscpconf
Using social media in education provides learners with an informal way for communication. Informal communication tends to remove barriers and hence promotes student engagement. This paper presents our experience in using three different social media technologies in teaching software project management course. We conducted different surveys at the end of every semester to evaluate students’ satisfaction and engagement. Results show that using social media enhances students’ engagement and satisfaction. However, familiarity with the tool is an important factor for student satisfaction.
DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE ijma
The objectives of this research were 1) to develop the application for learning place value, 2) to determine
the efficiency of developed application, 3) to compare academic achievement to compare academic achievement between pre-lesson and post-lesson of students who learned with the developed application about place value, 4) to compare academic achievement between students who learned place value by the developed application and through traditional method during post-lesson, 5) to compare retention of
academic achievement of application for learning place value after 2 weeks, and 6) to find satisfactory of student who learned the application for learning place value. The sample group selected through purposive sampling was 5 content specialists and 400 pratomsuksa 1 students. The result of the study showed the qualitative assessment of the application for learning place value that was developed had overall highest
level of efficiency ( ̅= 4.73, S.D. =0.47) of the application for learning place value. Pratomsuksa 1 students showed with overall qualitative assessment equivalent to 89.07/91.84 that was higher than anticipated as 80/80. The academic achievement between pre-lesson and post-lesson by the application for learning place value appeared an average of 31.71 in pre lesson and an average of 53.49 in post-lesson.
The comparison of the academic achievement during pre-lesson and post-lesson of when students learned place value with the developed application showed 0.5 statistical significance. The academic achievement between the students with the application for learning place value an average of 53.49 during and an average of 41.33 during post-lesson. From the compare academic achievement between students who learned place value by the developed application and through traditional method during post-lesson, the student learning with the application for learning place value had higher academic achievement than those learning in the traditional method at 0.5 statistical significance. The retention of the students learning in post-lesson with the application for learning place value after 2 weeks did not have any differences. The satisfaction of the students learning with the application for learning place value was found at the highest level in overall after lesson.
Student View on Web-Based Intelligent Tutoring Systems about Success and Rete...ijmpict
Purpose of this research is to determine the students' point of view about web based intelligent tutoring system's (WBITS) availability, effects on the success and contribution to learning about work, energy and conservation of energy topics. The system will be evaluated on student's angle of view. Intelligence tutoring system that used on the research is used only online by 21 Elementary School Math Teacher candidate for 4 weeks on Physics I course. Public opinion poll that developed by the researchers have used as a data gathering tool. Data gathered in this research has analyzed by descriptive statistical method. Participant students have underlined that web based intelligent tutoring systems are effective on physics courses. Mathematics teacher candidates have expressed their opinion that it is helpful to use the WBITS because it is not depending on time and place, it has capability to serve lots of events and problem solving possibility and it is helping to increase the education performance.
Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Bas...Jintavee Khlaisang
Khlaisang, J. (2012). Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Based Upon Constructivist Approach for Knowledge Construction in Higher Education. Proceedings of the Fourth International e-Learning Conference 2012, organized by the Thailand Cyber University Project, Office of the Higher Education Commission, Bangkok, Thailand, June 14, 2012.
RESEARCH ON VIRTUAL REALITY MEDIA
Research to develop the character of elementary school students through the use of interactive multimedia virtual reality in Bandung Indonesia
Education sector is heavily affected by COVID-19 pandemic, leading to
reduced learning motivation among students. Factors including dismal
learning environment, stress, and anxiety are believed to be the reasons of
students’ lower motivation among students. This study investigated the use
of Nearpod in an elementary school to improve student learning motivation
during online learning. In this qualitative experimental research with
thematic analysis, three classes with a total of 51 students and three teachers
were participating for one week. The results of the study showed that
gamification and interactivity of Nearpod help build up and develop
students’ learning interests, leading to greater attention, engagement, and
improvement of student attendance rates. Some suggestions on how to
effectively integrate gamification in learning are postulated.
Role of digital gadgets in transformation of traditional learning to digital ...Dr. C.V. Suresh Babu
Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
This study aimed to analyze the contribution of Information and Communications Technology (ICT) basic skills to student social media utilization activities. Quantitative research was determined as a method with regression analysis. A total of 144 students selected randomly participated in this research. The research instrument used a five-scale questionnaire, consisting of 32 items of ICT skill instruments and 20 items for social media utilization instruments. The results showed a high level of ICT students' basic skills and social media use activities. There is a contribution of basic ICT skills to student social media utilization activities. The higher of the basic skill of ICT causes the higher the level of activity utilization of their social media. Research recommendations suggest efforts to improve students' basic ICT skills.
The objective of this research was to develop non-test instrument or questionnaire to measure the evaluation of the use of Webtoon among the students of Open University in Pekanbaru, Riau, Indonesia and to obtain the instrument’s validity and reliability. This research employed the Analysis, Design, Development, Implementation, Evaluation (ADDIE) instructional model. The data were collected using online questionnaire. There were 55 respondents participated in this research. The data collected were analyzed descriptively using SPSS program version 23.00 for windows. The result of the data analysis indicated that the instrument has the percentage of agreement result of 82.75% (valid) and Cronbach alpha with score 0.942 (reliable). The data proved that the instrument has very feasible. This result showed that this research and development produced Webtoon non-test instrument which is valid and reliable.
This research was Analysis Design Development Implementation Evaluation (ADDIE) development model with data collection that is student need analysis, product validation, implementation validation, and audience validation. Data collection from 59 high school students found 60% of students needed the development of a fun learning method and 92% wanted MUN to be applied to learning. The results of the product validation gained a score of 97.58% and the results of the validation of the implementation got 95% and the results of the validation of the audience based on the critical thinking skills assessment got an average score of 82.58 and communication skills assessment got an average score of 84.45 with 31 students. Based on the results of the validation of the product development is considered very appropriate without revision. Model United Nations as a learning method is able to train and measure students' critical thinking skills and communication skills.
Affective e-learning approaches, technology and implementation model: a syste...IJECEIAES
A systematic literature study including articles from 2016 to 2022 was done to evaluate the various approaches, technologies, and implementation models involved in measuring student engagement during learning. The review’s objective was to compile and analyze all studies that investigated how instructors can gauge students’ mental states while teaching and assess the most effective teaching methods. Additionally, it aims to extract and assess expanded methodologies from chosen research publications to offer suggestions and answers to researchers and practitioners. Planning, carrying out the analysis, and publishing the results have all received significant attention in the research approach. The study’s findings indicate that more needs to be done to evaluate student participation objectively and follow their development for improved academic performance. Physiological approaches should be given more support among the alternatives. While deep learning implementation models and contactless technology should interest more researchers. And, the recommender system should be integrated into e-learning system. Other approaches, technologies, and methodology articles, on the other hand, lacked authenticity in conveying student feeling.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
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The Development of a Blended Learning Management Model with Synectics Teachin...ijma
The objectives of this research are: 1 ) to develop and determine the quality of a blended learning management model using synectics teaching and out-of-the-box thinking techniques; 2 ) to compare creativity thinking score after receiving the blended learning management by teaching synectics and outof-the-box thinking techniques to foster creativity and 3) to study the satisfaction of students learning with the blended learning management model. The sample group used in this research was the 1 st year Bachelor of Education students, Faculty of Education, Rajabhat Nakhon Si Thammarat University including 60 students enrolled in the course of innovation and information technology for communication and learning in semester 2, academic year 2020. They were divided into experimental groups and control groups. The research tools included web-based lessons, lesson plans and satisfaction assessments including mean, S.D. and hypothesis testing with independent t-test. The results showed that:1) the results of the development and quality assessment of the blended learning model by using synectic teaching and out-of-the-box thinking techniques to promote creativity were at a very good level; 2) comparison of creativity scores of the experimental group students after receiving the learning management with the developed instructional model were higher than the control group, indicating that the mean scores have statistically significantly different at . 05 and 3) the overall student satisfaction assessment in all aspects was high level. It was concluded that the research results were in accordance with the hypothesis testing.
PROMOTING STUDENT ENGAGEMENT USING SOCIAL MEDIA TECHNOLOGIEScscpconf
Using social media in education provides learners with an informal way for communication. Informal communication tends to remove barriers and hence promotes student engagement. This paper presents our experience in using three different social media technologies in teaching software project management course. We conducted different surveys at the end of every semester to evaluate students’ satisfaction and engagement. Results show that using social media enhances students’ engagement and satisfaction. However, familiarity with the tool is an important factor for student satisfaction.
DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE ijma
The objectives of this research were 1) to develop the application for learning place value, 2) to determine
the efficiency of developed application, 3) to compare academic achievement to compare academic achievement between pre-lesson and post-lesson of students who learned with the developed application about place value, 4) to compare academic achievement between students who learned place value by the developed application and through traditional method during post-lesson, 5) to compare retention of
academic achievement of application for learning place value after 2 weeks, and 6) to find satisfactory of student who learned the application for learning place value. The sample group selected through purposive sampling was 5 content specialists and 400 pratomsuksa 1 students. The result of the study showed the qualitative assessment of the application for learning place value that was developed had overall highest
level of efficiency ( ̅= 4.73, S.D. =0.47) of the application for learning place value. Pratomsuksa 1 students showed with overall qualitative assessment equivalent to 89.07/91.84 that was higher than anticipated as 80/80. The academic achievement between pre-lesson and post-lesson by the application for learning place value appeared an average of 31.71 in pre lesson and an average of 53.49 in post-lesson.
The comparison of the academic achievement during pre-lesson and post-lesson of when students learned place value with the developed application showed 0.5 statistical significance. The academic achievement between the students with the application for learning place value an average of 53.49 during and an average of 41.33 during post-lesson. From the compare academic achievement between students who learned place value by the developed application and through traditional method during post-lesson, the student learning with the application for learning place value had higher academic achievement than those learning in the traditional method at 0.5 statistical significance. The retention of the students learning in post-lesson with the application for learning place value after 2 weeks did not have any differences. The satisfaction of the students learning with the application for learning place value was found at the highest level in overall after lesson.
Student View on Web-Based Intelligent Tutoring Systems about Success and Rete...ijmpict
Purpose of this research is to determine the students' point of view about web based intelligent tutoring system's (WBITS) availability, effects on the success and contribution to learning about work, energy and conservation of energy topics. The system will be evaluated on student's angle of view. Intelligence tutoring system that used on the research is used only online by 21 Elementary School Math Teacher candidate for 4 weeks on Physics I course. Public opinion poll that developed by the researchers have used as a data gathering tool. Data gathered in this research has analyzed by descriptive statistical method. Participant students have underlined that web based intelligent tutoring systems are effective on physics courses. Mathematics teacher candidates have expressed their opinion that it is helpful to use the WBITS because it is not depending on time and place, it has capability to serve lots of events and problem solving possibility and it is helping to increase the education performance.
Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Bas...Jintavee Khlaisang
Khlaisang, J. (2012). Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Based Upon Constructivist Approach for Knowledge Construction in Higher Education. Proceedings of the Fourth International e-Learning Conference 2012, organized by the Thailand Cyber University Project, Office of the Higher Education Commission, Bangkok, Thailand, June 14, 2012.
RESEARCH ON VIRTUAL REALITY MEDIA
Research to develop the character of elementary school students through the use of interactive multimedia virtual reality in Bandung Indonesia
Education sector is heavily affected by COVID-19 pandemic, leading to
reduced learning motivation among students. Factors including dismal
learning environment, stress, and anxiety are believed to be the reasons of
students’ lower motivation among students. This study investigated the use
of Nearpod in an elementary school to improve student learning motivation
during online learning. In this qualitative experimental research with
thematic analysis, three classes with a total of 51 students and three teachers
were participating for one week. The results of the study showed that
gamification and interactivity of Nearpod help build up and develop
students’ learning interests, leading to greater attention, engagement, and
improvement of student attendance rates. Some suggestions on how to
effectively integrate gamification in learning are postulated.
Role of digital gadgets in transformation of traditional learning to digital ...Dr. C.V. Suresh Babu
Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
This study aimed to analyze the contribution of Information and Communications Technology (ICT) basic skills to student social media utilization activities. Quantitative research was determined as a method with regression analysis. A total of 144 students selected randomly participated in this research. The research instrument used a five-scale questionnaire, consisting of 32 items of ICT skill instruments and 20 items for social media utilization instruments. The results showed a high level of ICT students' basic skills and social media use activities. There is a contribution of basic ICT skills to student social media utilization activities. The higher of the basic skill of ICT causes the higher the level of activity utilization of their social media. Research recommendations suggest efforts to improve students' basic ICT skills.
The objective of this research was to develop non-test instrument or questionnaire to measure the evaluation of the use of Webtoon among the students of Open University in Pekanbaru, Riau, Indonesia and to obtain the instrument’s validity and reliability. This research employed the Analysis, Design, Development, Implementation, Evaluation (ADDIE) instructional model. The data were collected using online questionnaire. There were 55 respondents participated in this research. The data collected were analyzed descriptively using SPSS program version 23.00 for windows. The result of the data analysis indicated that the instrument has the percentage of agreement result of 82.75% (valid) and Cronbach alpha with score 0.942 (reliable). The data proved that the instrument has very feasible. This result showed that this research and development produced Webtoon non-test instrument which is valid and reliable.
This research was Analysis Design Development Implementation Evaluation (ADDIE) development model with data collection that is student need analysis, product validation, implementation validation, and audience validation. Data collection from 59 high school students found 60% of students needed the development of a fun learning method and 92% wanted MUN to be applied to learning. The results of the product validation gained a score of 97.58% and the results of the validation of the implementation got 95% and the results of the validation of the audience based on the critical thinking skills assessment got an average score of 82.58 and communication skills assessment got an average score of 84.45 with 31 students. Based on the results of the validation of the product development is considered very appropriate without revision. Model United Nations as a learning method is able to train and measure students' critical thinking skills and communication skills.
Affective e-learning approaches, technology and implementation model: a syste...IJECEIAES
A systematic literature study including articles from 2016 to 2022 was done to evaluate the various approaches, technologies, and implementation models involved in measuring student engagement during learning. The review’s objective was to compile and analyze all studies that investigated how instructors can gauge students’ mental states while teaching and assess the most effective teaching methods. Additionally, it aims to extract and assess expanded methodologies from chosen research publications to offer suggestions and answers to researchers and practitioners. Planning, carrying out the analysis, and publishing the results have all received significant attention in the research approach. The study’s findings indicate that more needs to be done to evaluate student participation objectively and follow their development for improved academic performance. Physiological approaches should be given more support among the alternatives. While deep learning implementation models and contactless technology should interest more researchers. And, the recommender system should be integrated into e-learning system. Other approaches, technologies, and methodology articles, on the other hand, lacked authenticity in conveying student feeling.
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We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
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Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
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The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
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1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
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https://alandix.com/academic/papers/synergy2024-epistemic/
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See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
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JMeter webinar - integration with InfluxDB and GrafanaRTTS
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THE RESULTS OF THE BLENDED LEARNING ACTIVITIES COURSE OF INNOVATION AND INFORMATION TECHNOLOGY FOR COMMUNICATION AND LEARNING
1. The International Journal of Multimedia & Its Applications (IJMA) Vol.14, No. 1, February 2022
DOI:10.5121/ijma.2022.14102 23
THE RESULTS OF THE BLENDED LEARNING
ACTIVITIES COURSE OF INNOVATION AND
INFORMATION TECHNOLOGY FOR
COMMUNICATION AND LEARNING
Thanatcha Rattanaphant and Senawee Roekmongkol
Major of Digital Technology for Education, Faculty of Education
Rajabhat Nakhon Si Thammarat University, Nakhon Si Thammarat, Thailand
ABSTRACT
The objectives of this research were: 1 ) to find the effectiveness of the blended learning management
activity package 2) to compare the learning achievement 3) to study memory retention and 4) to study the
satisfaction with the blended learning activities. The research sample consisted of 3 0 1st
year students
enrolled in the Innovation and Information Technology for Communication and Learning course in the 2nd
semester of the academic year 202 0 in the Major of General Science, Faculty of Education, Rajabhat
Nakhon Si Thammarat University. The research tools were: 1) a blended learning management activity
package, and 2 ) an online questionnaire on the satisfaction of the learners with the blended learning
activities. The statistics used in the data analysis were mean, S. D. and hypothesis testing using t-test
Dependent. 1) The developed efficiency was 80 .5 8 /8 7 .6 7, which was the efficiency according to the
specified criteria 8 0/8 0 . 2 ) The statistically significant comparison of the learning achievement after
receiving the learning management was higher than before the learning management at the .05 level. 3)
The study of memory retention after 2 weeks of learning management was not significantly different at the
.05 level and 4) The overall of the satisfaction blended learning activities were at the highest level.
KEYWORDS
Blended Learning Activities, Memory Retention, Satisfaction
1. INTRODUCTION
In the current epidemic of COVID 2 0 1 9 situation, teachers have to modify their teaching
strategies from the old classroom to online in parallel with the learning management model.
Variety of Blended learning principles are used by combining face-to-face learning and online
learning presented via the Internet network.[1]There was a change from the teacher-oriented to
the student-oriented. The learning then comes from many parts of the content blended together
and enabling learners to develop self-learning skills. By bringing Google Classroom to link
different contents increasing teaching and learning quality. And online learning if developing a
website to contain content for teaching and learning, it will make to give a positive impact in the
learning process independently. [2] It also creates a lifelong learning tool and prepares for digital
citizenship with media usage intelligence which includes 1 ) media access, 2 ) media analysis, 3 )
media assessment skills, 4 ) media creativity skills, and 5 ) media engagement skills. [ 3] Such
blended learning management will allow the learners to easily access information any time both
inside and outside the classroom.
2. The International Journal of Multimedia & Its Applications (IJMA) Vol.14, No. 1, February 2022
24
The course of Innovation and Information Technology for Communication and Learning, it is a
professional teaching service for 1st
year students in the Faculty of Education, Rajabhat Nakhon
Si Thammarat University. In the last 3 semesters the learning outcomes were in 6 areas: 1)
knowledge 2) cognitive skills 3) interpersonal skills and responsibility 4) numerical analysis
skills, communication and information technology 5) morality and ethics and 6) learning
management skills. It was found that the learning outcomes in each aspect were at a good level
but still lacking in adaptive learning in the New Normal era. As can be seen from several activity
results, both online and offline, and the course assessment that the activity scores in some courses
were lower than 60 % [4].
The researcher had reviewed the learning activities of the 1st
year student in the Innovation and
Information Technology for Communication and Learning course, Faculty of Education,
Rajabhat Nakhon Si Thammarat University. The details of the learning activities, measuring and
evaluating the learning outcomes were based on blended learning management by using Google
Classroom as a media. By adding more blended learning activities, it will increase the learning
outcomes and attract the attention from the learners. This will serve as a model for developing
blended learning activities in other subjects as well.
1.1. Research Purpose
1.1.1. To determine the effectiveness of the blended learning management activities package,
Innovation and Information Technology for Communication and Learning.
1.1.2. To compare academic achievement, Innovation and Information Technology for
Communication and Learning.
1.1.3. To study the memory of retention, Innovation and Information Technology for
Communication and Learning.
1.1.4. To study the satisfaction with the blended learning activities, the course of Innovation and
Information Technology for Communication and Learning.
2. POPULATION AND SAMPLE
2.1. Sample Selection Procedure and Method
The population is the 1st
year students of the Faculty of Education, Rajabhat Nakhon
SiThammarat University who registered for the course of Innovation and Information
Technology for Communication and Learning in the 2nd
semester of the academic year 2020, total
of 210 students.
The sample group was the 1st
year students in the General Science program, Faculty of Education,
Rajabhat Nakhon Si Thammarat University who registered for the course of Innovation and
Information Technology for Communication and Learning in the 2nd
semester of the academic
year 2020, total of 30 students were selected by Simple Random Sampling.
2.2. Research Tools
2.2.1. A package of Blended Learning Management Activities in the course of Innovation and
Information Technology for Communication and Learning.
2.2.2. Online questionnaire on satisfaction on the blended learning activities in the course of
Innovation and Information Technology for Communication and Learning.
3. The International Journal of Multimedia & Its Applications (IJMA) Vol.14, No. 1, February 2022
25
2.3. Reliability and Accuracy
This research was conducted in the course of Innovation and Information Technology for
Communication and Learning by collecting data from the sample group, with the following steps:
2.3.1. The researcher explained to the sample group the purposes and learning process by using
a blended learning management activity package.
2.3.2. The researcher asked the sample to do a pretest via Google Form from the blended
learning management activity package and record. The researcher has downloaded the
score files from Google Sheet to store for the students' pretest scores processing.
2.3.3. The researcher then described and demonstrated the learning process by using a blended
learning management activity package as well as explains the learning purposes and
conditions to the sample group. This was an online learning through the Internet using a
computer and mobile phones together face-to-face classrooms learning.
2.3.4. Conducted an experimented using a series of learning activities. It took about 2 months,
March - April 2021 with the content of research in the course of Innovation and
Information Technology for Communication and Learning, It consisted of 4 content: 1)
communication 2) learning 3) learning media and 4) website development. In each
course, the students had to do a posttest via Google Form, where the researcher had then
downloaded the score files from the Google Sheet for posttest score processing.
2.3.5. After 2 weeks of the experiment, the researchers used the same test again as the learning
achievement testing to study memory retention.
2.3.6. Then assessed the satisfaction of the blended learning activities in the course of
Innovation and Information Technology for Communication and Learning.
2.4. Statistics used in Research
2.4.1. Analyzed the efficiency of the blended learning management activities package,
according to 80/80 criteria, using mean and percentage.
2.4.2. Comparative analysis of learning achievement, before and after using mean, S.D., and t-
test Dependent.
2.4.3. Analysis of memory retention using mean, S.D., and t-test Dependent.
2.4.4. Satisfaction analysis of the blended learning activities using mean and S.D..
2.4.5. Take the score file data from Google Sheet in the online questionnaire for statistical
analysis by using the SPSS Statistics 24 programs to analyze the data.
By analyzing the satisfaction with the blended learning activities, the criteria for analysis and
interpretation is the average level of satisfaction which has a value between 1 -5 points, divided
into 5 ranges as follows:
Mean 4.51-5.00 means the highest level of satisfaction.
Mean 3.51-4.50 means high level of satisfaction.
Mean 2.51-3.50 means moderate satisfaction.
Mean 1.51-2.50 means low level of satisfaction.
Mean 1.00-1.50 means the lowest level of satisfaction.
3. RESEARCH METHODOLOGY
The research was carried out according to the ADDIE Model instructional design which consisted
of 5 steps: 1) Lesson Analysis 2) Lesson Design 3) Lesson Development 4) Lesson Trial and 5)
Lesson Assessment [5]. The details are as follows:
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3.1. Lesson Analysis
The researcher analyzed and studied various related data, namely: 1 ) determining the subject's
content. 2 ) study tools for lesson development with Google Classroom. 3 ) learning purpose
analysis to define content and quizzes according to the course description and 4 ) the test was
analyzed in accordance with the learning purpose.
3.2. Lesson Design
The researcher conducted a lesson design in a blended learning management activity package
series which is the content of this research in the course of Innovation and Information
Technology for Communication and Learning with 4 content, consisting of 1) communication 2)
learning 3) learning media and 4) website development. It is designed are as follows:
3.2.1. Pretest to test students' knowledge before learning management, 40 items.
3.2.2. Textbooks for the students to use in learning, consisting of content documents, videos,
info graphics, and end-of-chapter questions, etc.
3.2.3. The activity sheet to test students' knowledge during the learning process is 4 content
questions.
3.2.4. Posttest to test students' knowledge after learning management, 40 items.
3.2.5. Satisfaction assessment form to find students' satisfaction with the blended learning
management, 10 items.
3.3. Lesson Development
The researcher had developed a learning activity package with the following steps:
3.3.1. Online Classroom Development Lesson development using Google Classroom consisted
of 1) lesson content 2) pretest 3) instructional textbook 4) activity sheet 5) posttest and 6)
satisfaction assessment form.
3.3.2. Developing an online pretest Develop lessons with Google Forms
3.3.3. Development of textbooks by uploading various information through Google Classroom,
including content documents, activity sheets, videos, infographics, etc.
3.3.4. Developing an online posttest Develop lessons with Google Forms
3.3.5. Development of an online satisfaction assessment form Develop lessons with Google
Forms
3.3.6. Dissemination of blended learning management activities through Google Classroom,
Innovation and Information Technology for Communication and Learning course. Let
students study the details for teaching both in the regular and the online classroom.
3.4. Lesson Trial
The researcher carried out a try-out of the blended learning management activities with the
1st
year students who had previously studied the Innovation and Information Technology for
Communication and Learning course.
3.5. Lesson Assessment
The researchers used an trail and improved series of experimental learning management activities
with the sample group by inserting an activity-based learning to present the reflections on the
5. The International Journal of Multimedia & Its Applications (IJMA) Vol.14, No. 1, February 2022
27
learning outcomes in front of the classroom, both in normal and online class, then summarize the
evaluation together.
4. RESULTS AND DISCUSSION
4.1. Results
The researcher presented the results, divided into 4 parts. The details are as follows:
Part 1 The results of the efficiency of the blended learning management activity package in the
course of Innovation and Information Technology for Communication and Learning, presented in
Table 1.
Table 1. The results of the efficiency of the blended learning management activity package
Testing n Total Score Mean Percentage
During class (E1) 30 40 32.23 80.58
After class (E2) 30 40 35.07 87.67
The results were shown to determine the effectiveness of the blended learning management
activities, developed with efficiency equal to 80.58/87.67, which meets the specified efficiencies
of 80/80.
Part 2 The Results of Comparison of Learning Achievement in Innovation and Information
Technology for Communication and Learning Courses, presented in Table 2.
Table 2. The Results of Comparison of Learning Achievement in Innovation and Information Technology
for Communication and Learning Courses
Learning Activities n Total Score Mean S.D. t-test sig
Before class 30 40 30.03 0.72
33.17 .00
After class 30 40 37.27 0.98
*
Statistic Significant Level of .05
Presented that the learning achievement after the learning management is higher than before the
learning management with the statistic significant level of .05, consistent with the hypothesis.
Part 3 The Results of a study on memory retention, innovation and information technology for
Communication and Learning¸ presented in Table 3.
Table 3. The Results of the study of memory retention in the course of Innovation and Information
Technology for Communication Learning
Learning Activities n Total Score Mean S.D. t-test sig
After class 30 40 37.27 0.98
5.97 .00
2 weeks after class 30 40 35.70 0.79
*
Statistic Significant Level of .05
6. The International Journal of Multimedia & Its Applications (IJMA) Vol.14, No. 1, February 2022
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Presented that there was no statistically significant difference in memory retention after 2 weeks
of learning retention at the .05 level, consistent with the hypothesis.
Part 4 The results of the study of satisfaction with the blended learning activities in the course of
Innovation and Information Technology for Communication and Learning, presented in Table 4.
Table 4. The results of the study of satisfaction with the blended learning activities, subject Innovation and
Information Technology for Communication and Learning
Evaluation Item Mean S.D. Level
1. Blended learning management 4.59 0.70 Highest
1.1. Correspondence of learning activities with purposes 4.57 0.57 Highest
1.2. Correspondence of course content and learning activities 4.73 0.69 Highest
1.3. Appropriateness of time spent on learning activities 4.47 0.90 High
1.4. Satisfaction with learning management 4.60 0.62 Highest
2. Teacher’s learning activities organization 4.51 0.63 Highest
2.1. Appropriateness of teaching techniques of teachers 4.47 0.90 High
2.2. The attractiveness of the teacher's presentation of content 4.77 0.57 Highest
2.3. Appropriateness of teachers' time management 4.30 0.53 High
2.4 Completion of the learning activity package 4.50 0.51 High
3. Benefits obtained from the blended learning activities 4.76 0.52 Highest
3.1. Benefits obtained from learning activities 4.83 0.53 Highest
3.2. Orderliness of the learning activity package 4.50 0.68 High
3.3. Appropriateness of knowledge application 4.90 0.40 Highest
3.4. Overall satisfaction with the learning activities 4.80 0.48 Highest
Total 4.62 0.62 Highest
The results of the study of satisfaction with the blended learning activities in the subject of
Innovation and Information Technology for Communication and Learning was at the highest
level (mean = 4.62). When considering each item, it was found that the benefits received from the
blended learning activities (mean = 4 .7 6 ) were followed by the blended learning management.
(mean = 4.59) and the teaching activities of teachers (mean = 4.51), respectively.
4.2. Discussion
Research on the results were discussed as follows:
4.2.1. The results of the lesson development from learning activities in the course of
Innovation and Information Technology for Communication and Learning included 1 )
lesson content 2) pretest 3) instructional textbook 4 ) activity sheet 5 ) posttest and 6 )
satisfaction assessment form. The results of the efficiency of the blended learning
management activity package 80.58/87.67, which were effective according to the 80/80
criteria, showed that blended learning management activities package developed with
efficiency according to the set criteria. This is in line with research studies on blended
learning activities. The research revealed that the development of blended lessons
provides the learners with knowledge and understanding and can create a mechanism
for improving the learning skills when doing activities [ 6] . And the results were
effective according to the 80/ 80 criteria, because development of activities package
follows the ADDIE model's design principles, that's a systematic process for develop.
[7]
7. The International Journal of Multimedia & Its Applications (IJMA) Vol.14, No. 1, February 2022
29
4.2.2. The learning achievement in Innovation and Information Technology for
Communication and Learning course was higher than before. It was statistically
significant at the . 0 5 level, which was consistent with research studies on blended
learning management.
4.2.3. The study of memory retention from studying in the course of Innovation and
Information Technology for Communication and Learning was measured using the
same test as the learning achievement test. The memory retention test after 2 weeks of
study showed that there was no statistically significant difference between the memory
retention immediately after and 2 weeks after learning at the level. . 0 5 . This is
consistent with the research study on learning durability. It was found that because the
learners have learned and practiced the same things slowly, while the learners have
learned by themselves, have practiced many times, causing the learners to truly learn
[8].
4.2.4. Satisfaction results on the blended learning activities in the course of Innovation and
Information Technology for Communication and Learning was at the highest level
(mean = 4.62), which was consistent with research studies on the blended collaborative
learning. The results showed that learners were able to review lessons whenever they
wanted. They were able to search for knowledge and practice. There are various
learning activities that are not boring which resulted in the students' satisfaction at the
highest level [9].
5. CONCLUSIONS
Blended learning, it is a combination of learning management styles, both offline and online
learning. The blended learning management had been applied to manage learning at all levels in
educational institutions. To enable learners to develop necessary knowledge and skills to their
full potential leading to lifelong learning, blended learning management is therefore a teaching
method that is well suited to the development of the quality of Thai education in the 21st
century.
ACKNOWLEDGEMENTS
This research was supported by Faculty of Education, Rajabhat Nakhon Si Thammarat
University.
REFERENCES
[1] Allen. I. E. and Seaman. J. (2007). Growing by Degrees: Online education in the United States, The
Sloan Consortium. [Online] Available from:
http://www.sloanc.org/publications/survey/pdf/growing_by_degrees.pdf. [2020, April, 4].
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WebSever Development Kits for Teaching and Learning. [Online] Available from:
https://aircconline.com/ijma/V13N3/13321ijma01.pdf. [2022, February, 19].
[3] Center for Media Literacy. (2008). Literacy for the 21st century: An overview & orientation guide to
media literacy education (2nd
ed.). Center for Media Literacy.
[4] Bachelor of Education. (2562). Course of Innovation and Information Technology for Communication
and Learning. Faculty of Education, Rajabhat Nakhon Si Thammarat University, pp. 8.
[5] Monchai T. (2002). Design and development of courseware for computer-assisted instruction.
Bangkok: King Mongkut's Institute of Technology North Bangkok, pp. 136-146.
[6] Kornphan T. et al. (2561). Developing Blended Lessons for Developing Communication Skills for
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[8] Tawee W. and Nuansri C. (2012). The Development of Computer-Assisted Instruction on Parallel
Lines for Secondary School Students 2. Journal of Graduate Studies. Rajabhat Nakhon Sawan
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[9] Alongkorn U. (2017). Effects of collaborative, blended learning on the ability to work in groups,
subjects, occupations and technology 4 of Mathayomsuksa 5 students (Master of Education Thesis).
Silpakorn University, pp. 80-84.
AUTHORS
First author : Ms.Thanatcha Rattanaphant1
E-mail : thanatcha_rat@nstru.ac.th
Occupation : Lecturer
Workplace : Major of Digital Technology for Education, Faculty of Education Rajabhat
Nakhon Si Thammarat University, Nakhon Si Thammarat, Thailand
Educational Background : Ph.D. (ComputerEducation), King Mongkut’s University of
Technology North Bangkok
Corresponding author : Mr.Senawee Roekmongkol2
E-mail : senawee_roe@nstru.ac.th
Occupation : Lecturer
Workplace : Major of Digital Technology for Education, Faculty of Education
Rajabhat Nakhon Si Thammarat University, Nakhon Si Thammarat, Thailand
Educational Background : M.Ed (Education Technology), Kasetsart University