อาจารย์ ดร.กรรณิกาณ์ ด้วงเจริญ
Kannika Daungcharone, Ph.D.
Education
ปริญญาตรี
วิทยาศาสตรบัณฑิต (วิทยาการคอมพิวเตอร์), มหาวิทยาลัยหัวเฉียวเฉลิมพระเกียรติ, 2541
ปริญญาโท
วิทยาศาสตรมหาบัณฑิต (เทคโนโลยีสารสนเทศ), สถาบันเทคโนโลยีพระจอมเกล้าเจ้าคุณทหารลาดกระบัง, 2545
ปริญญาเอก
ปรัชญาดุษฎีบัณฑิต (วิทยาศาสตร์และเทคโนโลยีศึกษา (หลักสูตรนานาชาติ)), มหาวิทยาลัยมหิดล, 2561
2023 | Exploring the relationship between 21st century skills and motivation: A study using contextual inquiry project-based learning 31st International Conference on Computers in Education (ICCE 2023) |
2023 | A MicroPython-based Educational Robotic Maze Approach: Learning Improvement to Competition The 7th International Conference on Digital Arts, Media and Technology (DAMT) and 5th ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON) |
2023 | Blended learning-driven interdisciplinary project-based approach: Gender differences in learning achievement and perceptions of university students The 7th International Conference on Digital Arts, Media and Technology (DAMT) and 5th ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON) |
2023 | Collaborative Learning-Based Flipped Classroom Approach for Enhancing Students’ Motivation in System Analysis and Design Course The 8th International Conference on Digital Arts, Media and Technology (DAMT) and 6th ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON) |
2022 | Promoting Computational Thinking with Visualization Programming through Project-Based Learning in Computer Science International Academic Conference on Education, Humanities, and Social Sciences |
2022 | Investigating University Students’ Acceptance of Virtual Learning Platforms to Support Collaborative Learning During the COVID-19 Pandemic in the System Analysis and Design Course International Academic Conference on Education, Humanities, and Social Sciences |
2022 | The Effects of Thinking Process Model Technique on Logical Thinking Skills Influencing Programming Achievement The 7th International Conference on Digital Arts, Media and Technology (DAMT) and 5th ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON) |
2020 | A Game-Based Learning Approach on Robotics Visualization for Loops in Programming Concepts International Conference on Digital Arts, Media and Technology (DAMT) and 3nd ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON) 2020 |
2020 | Students' Acceptance of Digital Learning Tools in Programming Education Course using Technology Acceptance Model International Conference on Digital Arts, Media and Technology (DAMT) and 3nd ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON) 2020 |
2020 | Smart Learning Environment to Augment the Learners’ Programming Skills International Conference on Digital Arts, Media and Technology (DAMT) and 3nd ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON) 2020 |
2020 | Effects of Blending Digital Game into Traditional Lecture-Based Learning on University Students’ Programming Learning Achievement The 18st European Conference on e-learning (ECEL19) |
2019 | Integrating inquiry learning and knowledge management into a flipped classroom to improve students’ web programming performance in higher education |
2019 | A mobile game-based C programming language learning: results of university students' achievement and motivations |
2019 | A development of ubiquitous learning support system based on an enhanced inquiry-based learning approach |
2017 | Enhancement the Computational Thinking Skills via the Simulation Game International Conference on Digital Arts, Media and Technology (ICDAMT2017) |
2016 | Agreement of Variables Selection and Program Development for Data Collection in Thai Intensive Care Unit by Delphi Method |
2016 | Using Mobile Game to Enhance the Learning Motivation and Performance in Higher Education |
2015 | Factors Affecting Education Augmented by Edutainment Technology: A Case of Computer Programming Subject International Conference on Software Engineering, Knowledge Engineering and Information Engineering (SEKEIE 2015) |
2015 | Factors Affecting the Use of Information Technology for Collaboration among Government, Educational and Tourism Small Business Sectors |
2014 | A Framework for increasing potential of E-Learning system by using the student centered and problem based learning for sustaining knowledge development The Asian Conference on Technology in the Classroom 2014 |
2013 | A Framework for Electronic Collaboration for Sustainable Development in Small and Medium Sized Enterprises 7th International Conference on Software, Knowledge, Information Management and Applications (SKIMA 2013) |
2024-01-01 | Integrating Thinking Process Model Technique with Online Collaborative Learning to Promote Programming Logical Thinking |
2024-01-01 | Effects of Collaborative Inquiry-Based Online Approach in Thai University Students’ Computing Program |
2023-12-01 | Exploring the Relationship between 21st Century Skills and Motivation: A Study Using Contextual Inquiry Project-based Learning |
2023-11-25 | Evaluating Learning Motivation and Achievement in Ubiquitous Online Collaborative Learning among Different Nationalities |
2023-11-25 | Ubiquitous Learning Management Using Collaborative Inquiry-based Approach for Programming Course: A Case Study of 3 Universities |
2023-01-01 | Collaborative Learning-Based Flipped Classroom Approach for Enhancing Students' Motivation in System Analysis and Design Course |
2023-01-01 | Blended learning-driven interdisciplinary project-based approach: Gender differences in learning achievement and perceptions of university students |
2023-01-01 | A MicroPython-based Educational Robotic Maze Approach: Learning Improvement to Competition |
2022-01-01 | The Effects of Thinking Process Model Technique on Logical Thinking Skills Influencing Programming Achievement |
2022-01-01 | Using Flipped Classroom: MOOCs and Active Learning Approach to Promoting Undergraduate Students' Learning Achievement |
2020-03-01 | Smart Learning Environment to Augment the Learners' Programming Skills |
2020-03-01 | A Game-Based Learning Approach on Robotics Visualization for Loops in Programming Concepts |
2020-03-01 | Students' Acceptance of Digital Learning Tools in Programming Education Course using Technology Acceptance Model |
2020-01-01 | Implementation of mobile game-transformed lecturebased approach to promoting C programming language learning |
2019-01-01 | Integrating inquiry learning and knowledge management into a flipped classroom to improve students' web programming performance in higher education |
2019-01-01 | Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement |
2019-01-01 | A mobile game-based C programming language learning: Results of university students’ achievement and motivations |
2019-01-01 | A development of ubiquitous learning support system based on an enhanced inquiry-based learning approach |
2017-11-15 | An Inquiry Blended SECI Model-Based Learning Support Approach for Promoting Perceptions and Learning Achievement of University Students |
2017-11-15 | Using Digital Game as Compiler to Motivate C Programming Language Learning in Higher Education |
2017-04-19 | Enhancement the computational thinking skills via the simulation game |
2016-09-01 | Agreement of variables selection and program development for data collection in thai intensive care unit by delphi method |
2016-01-01 | Using mobile game to enhance the learning motivation and performance in higher education |
2015-01-01 | Factors affecting the use of information technology for collaboration among government, educational and tourism small business sectors |
2023 | การประยุกต์ใช้ Machine Learning ในการทำนายผลสัมฤทธิ์ทางการเรียน วิชาการออกแบบและพัฒนาโปรแกรมคอมพิวเตอร์ |
2021 | กลุ่มวิจัยด้านการจัดการสมัยใหม่และเทคโนโลยีสารสนเทศ ประจำปี 2565 |
2021 | การออกแบบและพัฒนาระบบวินิจฉัยการคิดเชิงตรรกะ เพื่อสนับสนุนนักศึกษา ระดับปริญญาตรีรายบุคคลในการเรียนรู้การพัฒนาโปรแกรมคอมพิวเตอร์ |
2020 | กลุ่มวิจัยด้านการจัดการสมัยใหม่และเทคโนโลยีสารสนเทศ ประจำปี 2564 |
2014 | การศึกษาความร่วมแรงร่วมใจในการทำงานผ่านสื่ออิเล็กทรอนิกส์เพื่อการพัฒนาอย่างยั่งยืนของวิสาหกิจขนาดกลางและขนาดย่อม กรณีศึกษาจังหวัดเชียงใหม่ |
953111 | SOFTWARE FOR EVERYDAY LIFE |
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954140 | IT LITERACY |
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954142 | FUNDA COM PROGRAM FOR MM |
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954244 | SYS ANALYSIS & DESIGN FOR MM |
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954246 | ADV COMP PROGRAMMING FOR MM |
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954389 | JOB TRAINING |
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954480 | COOP EDU PREPA 2 |
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954483 | COOPERATIVE EDUCATION |
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954484 | WORK INTEGRATED LEARNING 1 |
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954485 | WORK INTEGRATED LEARNING 2 |
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954499 | INDEPENDENT STUDY |
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955103 | PROGRAMMING LOGICAL THINKING |
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955732 | DIGIT GAME EDU |
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960391 | WORK INTEGRATED LEARNING 1 |
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960491 | WORK INTEGRATED LEARNING 2 |
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960492 | WORK INTEGRATED LEARNING 3 |