The lastest update : 22 June 2025 11:30 am
Data From CMU MIS | |
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2567 | Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries |
2567 | 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 |
2567 | Digitization of myth: The HimmapanVR Project''s role in cultural preservation |
2567 | Design and analysis of personalized serious games for information literacy: catering to introverted and extraverted individuals through game elements |
2566 | Enhancing Information Literacy for Spotting Fake News: A Study on the Efficacy of a Serious Game for M-Learning Across Different Age Groups. |
2566 | The effect of a location-based game for university transition: Comparing learning outcomes and intrinsic motivation of students in different disciplines |
2566 | The effect of virtual reality on knowledge acquisition and situational interest regarding library orientation in the time of Covid-19 |
2566 | The effect of pre-class online video on improving knowledge retention and motivation |
2565 | The Effects of Gamified Exhibition in a Physical and Online Digital Interactive Exhibition Promoting Digital Heritage and Tourism |
The lastest update : 22 June 2025 10:52 am
Scopus | |
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2024-05-15 | Digitization of myth: The HimmapanVR Project's role in cultural preservation |
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 |
2024-03-18 | Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries |
2024-01-01 | Metaverse Integration in Academic Libraries: A Library Tour for First-Year Students in Academic Research and Learning |
2024-01-01 | Welcome Message from the Technical Program Chair of ECTI DAMT and NCON 2024 |
2024-01-01 | Enhancing User Engagement and Interaction in Library Automation through Gamification |
2023-11-01 | The effect of virtual reality on knowledge acquisition and situational interest regarding library orientation in the time of Covid-19 |
2023-01-01 | HALGAP: The Platform Assists Farmers in Pursuing GAP and HALAL Standards |
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 | Enhancing Information Literacy for Spotting Fake News: A Study on the Efficacy of a Serious Game for M-Learning Across Different Age Groups |
2023-01-01 | The Application of Quick Response Code Technology to Promote Cultural Tourism: Case Study of San Pu Loie |
2023-01-01 | Smart City Problem Analysis by Using Design Thinking |
2022-11-01 | The Effects of Gamified Exhibition in a Physical and Online Digital Interactive Exhibition Promoting Digital Heritage and Tourism |
2022-01-01 | Evaluate the Effectiveness of Fall Prevention Exercise Posture for Elderly |
2022-01-01 | Coffee Product Reservation and Plantation Report System to improve value chain for Arabica producers |
2022-01-01 | Chiang Mai Digital Craft: A Case Study of Craftsmanship’s Knowledge Representation Using Digital Content Technology |
2022-01-01 | Training Evaluation in a Smart Farm using Kirkpatrick Model: A Case Study of Chiang Mai |
2022-01-01 | Chatbot Application to Support Smart Agriculture in Thailand |
2022-01-01 | Systematic reviews of elderly exercise barriers |
2021-03-03 | The Implementation of Virtual Reality Technology in Education: The Perspective of Learning Environment |
2021-03-03 | Preliminary study on Smart farming literacy: A case study in Barp gewog, Punakha District, Bhutan |
2021-03-03 | The Conceptual Model of Digital Transformation for Small and Medium Enterprises in Thailand |
2020-03-01 | Comparison of Smart Agriculture Literacy of Farmers in Thailand |
2019-04-15 | The gamification element selection method |
The lastest update : 22 June 2025 11:28 am
ข้อมูลจาก CMU MIS | |
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2566 | Nimmanhamin Smart City Development Program for Sustainable Economic and Tourism Growth and Enhanced livable in Chiang Mai Province Principal Investigator |
2566 | .. Co-Investigator |
2566 | A study of the elderly's acceptance of home exercise game technology Principal Investigator |
The lastest update : 22 June 2025 11:28 am
Data From CMU MIS | |
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2567 | Healthcare Innovation Technology Laboratory (HIT) หัวหน้าโครงการวิจัย |
2566 | depa Digital Infrastructure Fund for Government & Public Investment หัวหน้าโครงการวิจัย |
ข้อมูลปีการศึกษา 2567 | |||
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955731 | DESIGE TECH & EDU INNO DEV | ||
959702 | SW PROJECT MGMT & CHANGE MGMT | ||
959722 | AI FOR HEALTH INDUS | ||
959795 | PRE-RESEARCH | ||
959799 | MASTER'S THESIS | ||
960392 | WIL FOR DIGI IND | ||
960492 | WORK INTEGRATED LEARNING 3 | ||
959799 | MASTER'S THESIS | ผู้สอนร่วม |