อาจารย์ ดร.สืบพงศ์ เฉินบำรุง

Suepphong Chernbumroong, Ph.D.



suepphong.c@cmu.ac.th   หลักสูตรการจัดการเทคโนโลยีดิจิทัล ป.โท

ประวัติการศึกษา


ปริญญาตรี
ศิลปศาสตรบัณฑิต (ไทยศึกษา), มหาวิทยาลัยเชียงใหม่, 2553

ปริญญาโท
Master of Arts (International Relations and Development), University of East Anglia, 2554

ปริญญาเอก
ปรัชญาดุษฏีบัณฑิต (การจัดการความรู้), มหาวิทยาลัยเชียงใหม่, 2563

 

The lastest update from CMU MIS : 13 June 2024 10:32 am
2567 Metaverse Integration in Academic Libraries: A Library Tour for First-Year Students in Academic Research and Learning

2024 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON)

2567 Enhancing User Engagement and Interaction in Library Automation through Gamification

2024 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON)

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

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

2565 Systematic reviews of elderly exercise barriers

2022 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON)

2565 Chatbot Application to Support Smart Agriculture in Thailand

2022 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON)

2565 Training Evaluation in a Smart Farm using Kirkpatrick Model: A Case Study of Chiang Mai

2022 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON)

2564 Preliminary study on Smart farming literacy: A case study in Barp gewog, Punakha District, Bhutan

6th International Conference on Digital Arts, Media and Technology (DAMT) and 4th ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON)

2564 The Conceptual Model of Digital Transformation for Small and Medium Enterprises in Thailand

6th International Conference on Digital Arts, Media and Technology (DAMT) and 4th ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON)

2564 The Implementation of Virtual Reality Technology in Education: the Perspective of Learning Environment

6th International Conference on Digital Arts, Media and Technology (DAMT) and 4th ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (NCON)

The lastest update from API Scopus : 31 May 2024 05:46 pm
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 from CMU MIS : 31 May 2024 05:28 pm
2565 ศึกษาผลกระทบการออกกำลังกายด้วยตนเองผ่านแพลตฟอร์มออกกำลังกายโดยใช้การวิเคราะห์การเคลื่อนไหวแบบ 3 มิติ เพื่อป้องกันความบกพร่องทางการเคลื่อนไหวในผู้สูงอายุ

หัวหน้าโครงการวิจัย

  955104 INTRO TO DIGITAL BUSINESS
  959701 DIGITAL TRANSFORMATION
  959702 SW PROJECT MGMT & CHANGE MGMT
  959711 INTRO TO DIGI BUS
  959713 CROS-BORD E-COM
  959723 DIGITAL SOLUTION
  959789 SELECTED TOPICS IN DTM
  959795 PRE-RESEARCH
  959798 INDEPENDENT STUDY
  960391 WORK INTEGRATED LEARNING 1
  960491 WORK INTEGRATED LEARNING 2
The lastest update from CMU MIS : 31 May 2024 05:28 pm
2566 โครงการการเพิ่มมูลค่าเศรษฐกิจชุมชนด้วยการพัฒนานักซื้อขายหลักทรัพย์ดิจิทัลบนจักรวาลนฤมิตร

หัวหน้าโครงการวิจัย

2566 โครงการการพัฒนาศักยภาพชุมชนนวัตกรรมดิจิทัลล้านนาด้านหัตถกรรมและการท่องเที่ยว (Digitla Lanna)

หัวหน้าโครงการวิจัย

2565 โครงการพัฒนาทักษะใหม่ผู้ประกอบการภาคเหนือสู่ตลาด Cross Border E-commerce โดยใช้ Gamifcation Plaform

หัวหน้าโครงการวิจัย