The lastest update : 22 June 2025 11:30 am

Data From CMU MIS
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
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
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
2567 Healthcare Innovation Technology Laboratory (HIT)

หัวหน้าโครงการวิจัย

2566 depa Digital Infrastructure Fund for Government & Public Investment

หัวหน้าโครงการวิจัย

 

ข้อมูลปีการศึกษา 2567
  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