The lastest update : 22 June 2025 11:30 am
Data From CMU MIS | |
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2568 | Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games |
2568 | Assisting Hearing and Physically Impaired Students in Navigating Immersive Virtual Reality for Library Orientation |
2567 | Navigating Academic Horizons: The Role of Location-Based Games in Multidisciplinary University Transition. |
2566 | The effect of a location-based game for university transition: Comparing learning outcomes and intrinsic motivation of students in different disciplines |
2564 | Integrating the Webinar as a Tool to Support Adult Training: A Case Study on the Training for Entrepreneurs of SMEs in Thailand |
2564 | Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits |
2564 | Book Recommendation for Library Automation Use in School Libraries by Multi Features of Support Vector Machine |
2562 | Knowledge expert co-creation-based conceptual framework for educational game |
2559 | The Effect of Implementing Knowledge Management System in Supplier Selection Content to Improve Learning Performance of Online Travel Agencies Staff |
2559 | Systems thinking in online travel agency of supplier relationship management |
The lastest update : 22 June 2025 10:52 am
Scopus | |
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2025-04-28 | Designing and engaging students in library tours using mixed reality: a study on library anxiety, knowledge acquisition, and student engagement |
2025-04-01 | Virtual reality as a tool to alleviate library anxiety and promote service knowledge acquisition among visually impaired students |
2025-01-01 | Accessible virtual reality for library orientation: A user-centered approach for visually impaired learners in inclusive education |
2025-01-01 | Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games |
2025-01-01 | Assisting Hearing and Physically Impaired Students in Navigating Immersive Virtual Reality for Library Orientation |
2024-10-10 | Navigating Academic Horizons: The Role of Location-Based Games in Multidisciplinary University Transition |
2024-04-01 | Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand |
2024-01-01 | Effectiveness of an E-learning System for Emergency Signs and CPR Emergency Preparedness in Marathon Events: A Comparative Study |
2023-01-01 | Design and development of a mobile application for emergency medical assistance for running-related injuries in a marathon event |
2023-01-01 | The effect of a location-based game for university transition: Comparing learning outcomes and intrinsic motivation of students in different disciplines |
2023-01-01 | The Study of Customer Behavior through Buying Cosmetic Products for Designing the Knowledge Pack for Thai Cosmetic Sellers |
2022-01-01 | Development of a Mobile-Healthcare Application for Safety and Prevention in Emergency Assistance at Marathon Events: A Case Study in CMU Marathon |
2022-01-01 | Value Chain Analysis for Identifying Taobao Cross-Border E-Commerce Important Activities to Export Thai SMEs Products to China |
2021-07-01 | Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits |
2021-01-01 | Integrating the Webinar as a Tool to Support Adult Training: A Case Study on the Training for Entrepreneurs of SMEs in Thailand |
2021-01-01 | Book Recommendation for Library Automation Use in School Libraries by Multi Features of Support Vector Machine |
2020-03-01 | The Multi-Criteria Decision Model using ANP approach for selection ERP Software of SMEs in the Upper North Region of Thailand |
2019-04-15 | Knowledge expert co-creation-based conceptual framework for educational game |
2016-01-01 | Systems thinking in online travel agency of supplier relationship management |
The lastest update : 22 June 2025 11:28 am
ข้อมูลจาก CMU MIS | |
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2567 | ERASMUS-EDU-2024-CBHE: Curriculum development for zero waste management in the hospitality and tourism sector Co-Investigator |
2558 | Research Project for Application Presentation of Monument in Wat Umong (Suan Buddha Dhamma), Chiang Mai Co-Investigator |
2557 | Investigate Student’s Effective Mobile Learning Practices Course in E-Tourism Principal Investigator |
2556 | Logistics development model based on appropriate cost analysis: A case study of dried longan Co-Investigator |
2556 | edge elicitation of Chiang Mai historical city plan using knowledge management by applied information technology to support tourism sector Co-Investigator |
The lastest update : 22 June 2025 11:28 am
Data From CMU MIS | |
---|---|
2567 | กิจกรรมอบรมโครงการ Alpha หัวหน้าโครงการวิจัย |
2567 | โครงการ Alpha หัวหน้าโครงการวิจัย |
2566 | E-Sports หัวหน้าโครงการวิจัย |
ข้อมูลปีการศึกษา 2567 | |||
---|---|---|---|
954230 | FI TRACKING IN DIG BUS | ||
954374 | SD FOR DIGITAL MARKET | ||
954484 | WORK INTEGRATED LEARNING 1 | ||
954485 | WORK INTEGRATED LEARNING 2 | ||
954491 | SELECTED TOPIC IN MMIT | ||
960392 | WIL FOR DIGI IND | ||
960492 | WORK INTEGRATED LEARNING 3 |