Category: Instructional Technology


Sustainable Design Practices, Analysis and Assessment Tools for Students Using Openstudio

Integration of sustainability and its vision across multiple disciplines has become standard in many industries. The vision for sustainability embraces the goals of environmental, social, and economic vitality with the understanding that the needs of the present be met without compromising the ability of future generations to meet their own needs. Sustainability promotes interconnectivity of


The Result of the Study for Learning Management Suitable to Develop Blended Learning Model in IT for Education Course

This qualitative research on blended learning has two main proposes. The first aim is to investigate situation of blended learning research in Thailand. The second aim is to determine recent effective environments for blended learning, its obstacle, and how to improve blended learning in an Innovation and IT in Education course. For these purposes, total


The Development Gamification on the Concepts Teach Less Learn More for Vocational Education

This research studied the components of the development the Gamification on the concept “Teach Less Learn More” for learning in vocational education. This study was a qualitative research using data collected by interview and a semi-structured technique of a focus group discussion of experts (7 male, 2 female – experts at Game, media and technology


Parental Involvement in Children’s Gaming and Students School Outcomes

Although research on parents’ involvement in their children’s gaming (PMG) should be an important area of research, there is little research complied in the field. Considering the dramatic growth of students’ gaming and its negative influences on their attitudes and behaviors (Gentile, Lynch, & Linder, 2004) and academic performance (Skoric, Teo, & Neo, 2009), PMG


Three Approaches to Cultivating Academic Honesty and Fighting Plagiarism

Academic honesty is a critical concept for students who are enrolled in university studies; however, many of these students have at best a loose understanding of what academic honesty entails. Plagiarism comes in many forms, including verbatim plagiarism, mosaic plagiarism, and self-plagiarism. Even those students who do have some awareness of plagiarism may only recognize,


Trends and Patterns in Social Media Usage Among Pre-Service Teachers

Social media allow users to connect each other and share multimedia information instantaneously that transcend across geographical lines, cultural boundaries and differential time zones. Recent Pew study suggests that 73 percent of teens in the US use social media and the number is growing. Among social media sites, Facebook in particular has been expanding its


Canonical Explorations of ‘Tel’ Environments for Computer Programming

This paper applies a novel technique of canonical gradient analysis, pioneered in ecological sciences, to explore student performance and behaviours (such as of communication and collaboration) while undertaking formative and summative tasks in technology enhanced learning (TEL) environments for computer programming. The emphasis of research is on discovering patterns, trends, tacit communications and technology interactions


Design Critique: Teaching Design Students to Be Effective Communicators Using Open Broadcaster Software

Peer review is vital to the growth and performance of the student and design critique and jury is a staple in basic and advanced studios since their teaching and learning process are different and more complicated than theory courses. Evaluation and grading systems in art, design and architecture studio-based courses are more difficult than other


Computer-Mediated Lessons for the Development of Knowledge of Rehabilitation for Patient Undergone Laminectomy for Nursing Students in Thailand

The purposes of this study were to develop and test computer-mediated lesson efficiency in relation to laminectomy knowledge for nursing students. The investigator developed the computer-mediated lessons utilizing 7 steps: (1) preparation; (2) instruction design, based on the concept of the interaction between the learner and the lesson; (3) development of a flowchart lesson; 4)