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Office of the Thailand Cyber University Project, Office of the Higher Education Commission
http://iec2014.thaicyberu.go.th
International e-Learning Conference 2014
August 5-6, 2014, Bangkok, Thailand
Conference Information
Overview
Thailand Cyber University (TCU) Project, Office of the Higher Education Commission, Ministry
of Education has an aim to promote e-Learning by cooperating with national and international
educational institutes. The TCU, recognizing the importance of e-Learning knowledge management
to create comprehensive knowledge for educational personnel, has organized the International
e-Learning Conference 2014 (IEC2014): "Overcome the Uncertainty of Technology in Education"
The conference objective is to assemble knowledge on every aspect of e-Learning from Thai
and international experts. Conference topics will include: Trends and Directions of Technology
in Education, MOOCs, Diversity of Technology in Education, M-Learning, Social Learning
and Social Media, Emerging Technology for Online Education, Virtual Reality Applications,
Educational Cloud "Develop Infrastructure", Learning Analytics, Game-Based Education and Quality
Assurance in Distance Online Education
Thailand Cyber University (TCU) Project will accumulate knowledge from the conference
and produce the knowledge asset to be a reference for educators, researchers, faculty and students.
Aims
1. To be a stage for exchanging knowledge, innovative practices and experiences on
e-Learning among Thai and international educators, researchers, faculty, and students.
2. To assemble knowledge on every aspect of e-Learning from Thai and international educators,
researchers, and faculty and to create the e-Learning knowledge asset.
3. To expand e-Learning knowledge to educators, researchers, faculty, and students via website,
journal, publication, etc.
Conference Theme
Overcome the Uncertainty of Technology in Education.
Conference Sub-Themes
1. Uncertainty of Technology in Education
2. Trends and Directions of Technology in Education
3. MOOCs
4. Diversity of Technology in Education
5. M-Learning
6. Social Learning and Social Media
7. Emerging Technology for Online Education
8. Virtual Reality Applications
9. Educational Cloud "Develop Infrastructure"
10. Learning Analytics
11. Game-Based Education
12. Quality Assurance in Distance Online Education
Events
1. Lectures from keynote and invited speakers.
2. Paper presentation.
CONFERENCE PROGRAM
The Fifth TCU International E-learning Conference 2014
“Overcome the Uncertainty of Technology in Education”
August 5-6, 2014 Hotel Windsor Suites & Convention, Bangkok, Thailand
http://iec2014.thaicyberu.go.th
CONFERENCE PROGRAM
14.10 – 14.30 Results of the games for learning Course Basic Circuit Pulse & digital B1_3
and circuits pulse & digital courses of the Diploma Year 2 students Page 95
Pitipark Pinrod
lamphun technical college, Thailand
14.30 – 14.50 Study the Readiness and Characteristics of e-Learning B1_4
for Students at Private Universities in Bangkok Page 101
Parichart Palanantana
Rattana Bundit University, Thailand
CONFERENCE PROGRAM
15.10 – 15.30 Designing Mobile Learning Application for the Five Aggregates A2_5
Learning by Questioning-Answering Page 209
Sorraya Priaoprasit
Prachyanun Nilsook
Pullop Piriyasurawong
King Mongkut's University of Technology North Bangkok, Thailand
The Fifth TCU International E-learning Conference 2014
“Overcome the Uncertainty of Technology in Education”
August 5-6, 2014 Hotel Windsor Suites & Convention, Bangkok, Thailand
http://iec2014.thaicyberu.go.th
ABSTRACT
Keywords
The future can be forecast from a Augmented reality for education, Aurasma,
decision based on current knowledge in Bangkok Metropolitan, blended learning,
relation to the trends and directions of e-learning, Enclicker, flipped classroom,
computer technology implementation in gamification, Toondoo, Zooburst
a school. It depends frequently on the
influence of administrators and their 1) INTRODUCTION
knowledge level. It is crucial to study the Technology integration has long been a
demand and the confidence level of e- priority consideration in schools under the
learning implementation in the schools Bangkok Metropolitan Administration. In
from an administration perspective. In order to encourage teachers to utilize e-
2013, a group of 120 school learning and integrate technology into the
administrators attended a seminar classroom, a seminar workshop was
workshop on e-learning at a university conducted in a Bangkok university over
in Bangkok, Thailand. Fifty-six two days. The executive directors of
participants returned the questionnaire. elementary schools were invited to
The survey elicited level of their interest participate in this seminar which
towards a combination of instructional introduced them to many classroom
approaches and computer technology. technologies and applications. An exit
The research results are presented in survey aimed to validate levels of demand
this paper and outline the different for and confidence in e-learning and its
levels of their interest towards each formal implementation. One sub-topic in
computer-technology application. The this seminar workshop was “Benefits of E-
questionnaire contained questions learning Implementation”. The agenda of
regarding the potential of e-learning the workshop included 1) learning
implementation based upon the approach, 2) technology and 3) free
available infrastructure in their schools. educational applications.
The results showed that e-learning was
considered to be an education tool where 2) LITERATURE REVIEW
implementation was not seen as This literature review section provides two
problematic and it was likely to be an main types of information: 1) research
addition to the education offerings in focused on teachers‟ attitudes towards e-
schools. The survey also found that learning and 2) a synopsis of the
social networking was influential among knowledge of technology distributed
schools, parents and students in relation during the seminar workshop.
to the potential benefits of e-learning
implementation in schools. The survey 2.1) Teachers’ attitudes to e-learning
indicates that the demand and Teachers‟ computer technology literacy is
confidence levels of e-learning one of the most demanded skills in the 21st
implementation at the schools under century. Its strong positive effects will
Bangkok Metropolitan were rated at a impact strongly on student learning and
high level. engagements. According to research
70 A1_8
conducted by the Richard W. Riley Positive reinforcement from school
College of Education and Leadership directors and administrators was one of the
(2014), the survey results of more than crucial indicators. It related to the
1,000 U.S. educators, (783 teachers and importance of influencing new teachers‟
274 principals or assistant principals) acceptance and integration of technology
reflected a better comprehension of how e- into classroom pedagogy (Webb, 2011).
learning has been implemented in the Resources, incentives and well-designed
classroom. The research team at the staff development programs have the
Richard W. Riley College of Education capacity to promote successful technology
and Leadership found that both teachers integration into the curriculum and can be
and administrators were very confident quite successful (Webb, 2011). Factors
about the potential of technology that such as teachers‟ ICT competency,
engaged many different types of students, teachers‟ confidence levels in using ICT,
including high-achieving students, students and teachers‟ satisfaction with ICT training
with specific academic needs, and English programs play crucial roles in terms of ICT
language learners. The same research integration in educational contexts (Tasir,
showed that the more frequent use of Mohammed El Amin Abour, Halim, &
technologically supported learning resulted Harun, 2012). Their survey involving 184
in enhanced student engagement. In their Malaysian teachers, in one of the
study there was no disparity between universities located in Johor State found
veteran teachers and newer teachers in that teachers had a high level of ICT
terms of adopting technology into competency blended with high levels of
traditional classrooms. However, there confidence in using ICT and satisfaction
were disparities between teachers‟ and with regard to ICT training programs. The
administrators‟ perceptions as admini- reason for this was that Malaysian teachers
strators believed that teachers were using were able to use most ICT tools and
technology to support learning more than integrate ICT tools into their teaching
teachers were reporting it. Lacking access process and, lastly, they believe ICT
to technology was not a barrier to teachers‟ training programs provide sufficient
use of technology. Finally, most teachers knowledge about ICT which encouraged
did not believe that the pre-service them and became motivational. This
programs prepared them adequately but Malaysian research showed that the more
they placed more value on advanced competent the teachers‟ were with
training programs. Their findings suggest computer technology generally, the more
that on-the-job technology training for confident were their levels for using ICT
teachers may focus on how to operate new linked to e-learning (Tasir et al., 2012).
equipment, but not on how to incorporate it
effectively into instruction. Along similar 2.2) Knowledge of technology
lines, research conducted in West Virginia The learning approaches introduced in this
University found that both teachers and seminar included a range of e-learning ICT
administrators are more engaged when products and applications. A brief
technology was used in the classroom and elaboration of examples follows. The
believed that technology brought positive Flipped classroom is a concept where
impacts to instruction (Marcum, 2010). teachers provide activities for students
Additionally, users‟ age, availability of prior to class time to explore content in
usable and current technology and choice order to distinguish passive and active
were factors affecting confidence in using learners (Trish, 2014). The Flipped
technology (Marcum, 2010). classroom integrates more opportunities for
students to practice higher order thinking
skills such as analysis, synthesis and
71
evaluation. Blended learning refers to a distributed after the academic seminar
combination of traditional learning and workshop.
media and tools from the internet. Two
main educational technologies mentioned 3.1) Demographic information
in the workshop were „gamification‟ and The population consisted of 120 school
„augmented reality for elementary school‟. administrators who attended a seminar
A short definition of „gamification‟ means workshop on e-learning at a selected
the use of game attributes to drive game- university in Bangkok, Thailand. Fifty-six
like player behavior in a non-game context participants returned completed
(Wu, 2014). Gamification stresses the questionnaire. Three thirds of respondents
motivational techniques that drive were female (75 % or n=42) and all the rest
heightened learning engagement (Scullion, were males (25% or n=14). Almost nine
2014). The Free Rice web site and Kukui out of ten (89.29% or n=50) were
Cup for educational environment were administrators of elementary schools and
taken as the examples of gamification 10.71 per cent (n=6) were administrators of
projects (Free rice, 2014). „Aurasma‟ was secondary schools. The majority of
demonstrated in the creation of augmented participants or nine tenths (89.29% or
reality for educational purposes (Aurasma, n=50) had completed a masters‟ degree
2014). Lastly, the free applications stated while the rest had earned a doctoral degree
were „enclicker‟, toondoo and zooburst. (5.36% or n=3) or a bachelor degree
Enclicker is a free application that enables (5.36% or n=3) respectively.
teachers to create questions and publish
them among students who have a mobile or 3.2) Level of interest towards e-learning
a computer connected to the internet. The approach and computer technology
responses can be shown in a real-time The level of interest towards the e-learning
context (Enclicker, 2014). ToonDoo (2014) approach and computer technology was
is a comic-creating tool which allows both investigated in the form of 5 point-scale-
students and teachers to create, rating questions. The participants
personalize, and publish content in the demonstrated their level of interest towards
form of a cartoon. Zooburst is an online e-learning and computer technology as
creator tool that allows students to create shown in Table 1.
their own pop-up books in both Table 1: Level of interest
3Dimensional and augmented reality form N M SD Description
(Kapp, 2014). Blended Very
56 4.07 0.76
Learning interesting
Flipped Very
Based on the literature review, the Classroom
56 4.11 0.76
interesting
researcher aimed to proactively investigate Very
Gamification 56 4.09 0.86
the trend and direction of technology in interesting
elementary schools under Bangkok Augmented Very
56 4.00 0.81
Metropolitan Administration. Reality interesting
Range: 4.21-5.0=Extremely interesting,
3.41-4.20=Very interesting,
3) RESEARCH RESULT 2.61-3.40=Moderately interesting,
This research employed an exit survey 1.81-2.60=Slightly interesting
approach to gather feedback. The 1.00-1.80=Not at all interesting
questionnaire included three main parts: 1)
demographic information, 2) level of As seen in Table 1, there was little
interest to the e-learning approach and disparity among the four items; the average
computer technology and 3) plan and level was high but no item reached the
readiness of the school to integrate ICT “extremely interesting” level. Flipped
linked education. The survey was classroom was the highest interest learning
72
approach followed by gamification, know (The Gateway of Thailand‟s online
blended learning and augmented reality Knowledge Management) in the future (36,
respectively 4.11, 4.09, 4.07 and 4). The 28 and 20% respectively).
standard deviation of each item was under
one which can be described as a standard
normal distribution.
73
4) DISCUSSION, REFERENCES
RECOMMENDATIONS AND
CONCLUSIONS Aurasma. (2014). Aurasma. Aurasma.
The survey results on trends and directions Retrieved from
of technology in elementary schools under http://www.aurasma.com/what-is-
the Bangkok Metropolitan Administration it/
reflected a similar trend found in other Craig Kapp. (2014). About ZooBurst.
global and ASEAN studies (the Richard ZooBurst. Retrieved May 30, 2014,
W. Riley College of Education & and from
Leadership 2014; Marcum, 2010, Zaidatun http://www.zooburst.com/zb_about.
Tasir et al., 2012, Webb, 2011). Based on php
this survey, it is arguable that the future Enclicker. (2014, May 30). Enclicker.
learning approach in classrooms will Enclicker. Retrieved May 30, 2014,
integrate technology and new learning from
concepts such as the „Flipped classroom‟, http://www.einbrain.com/enclicker
gamification, blended learning and Jim Scullion. (2014). What Is
augmented reality since the administrators Gamification? Retrieved May 21,
held very positive towards the benefits of 2014, from
e-learning. Even though the readiness of http://www.bunchball.com/gamific
infrastructure to support e-learning imple- ation
mentation was moderate, the confidence in Lorrie Webb. (2011). Supporting
e-learning and demand for e-learning were Technology Integration: The
extremely high. Social networking School Administrators‟ Role.
designed specifically for educational National Forum of Educational
purposes such as Edmodo or the social Administration&Supervision
networks hosted by Thais such as Class- JournalRNAL, 2011(28), 1–7.
start and Gotoknow will be more integrated Marcum, C. E. (2010). Teacher and
into classrooms. The rationale for this may Administrator Perceptions of
be due to the superior functions that can Technology Use in Two West
serve education purposes with no service Virginia Middle Schools. West
charge required. In order to improve the Virginia University. Retrieved from
quality of Thai education, the budget to http://gradworks.umi.com/34/48/34
support technology infrastructure in the 48195.html
schools needs to be boosted considerably. Michael Wu. (2014). What is Gamification,
Consequently, the updated knowledge Really? Lithium.com. Retrieved
among teachers and administrators needs from
to be maintained in well-planned http://community.lithium.com/t5/Sc
workshops and seminars and online ience-of-Social-blog/What-is-
support. The greater the knowledge of Gamification-Really/ba-p/30447
technology – particularly e-learning The Kukui Cup: Lights off. Game on!
applications - the greater the likelihood (2014).
that Thai education will succeed in a Kukuicup.manoa.hawaii.edu.
globalized world as a part of the challenges Retrieved from
and skills demanded by this complex 21st http://kukuicup.manoa.hawaii.edu/a
century. bout/
The Richard W. Riley College of
Education, & and Leadership,.
(2014). Educators, Technology and
21st Century Skills: Dispelling Five
Myths A Study on the Connection
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International e-Learning Conference 2014
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The Fifth TCU International E-learning Conference 2014
“Overcome the Uncertainty of Technology in Education”
------------------------------------------
สํานักงานคณะกรรมการการอุดมศึกษา โดยสํานักงานบริหารโครงการมหาวิทยาลัยไซเบอร์ไทย
จัดการประชุมวิชาการนานาชาติด้านอีเลิร์นนิงปี 2557 The Fifth TCU International E-learning Conference 2014
“Overcome the Uncertainty of Technology in Education” ในระหว่างวันที่ 5-6 สิงหาคม 2557 ณ อิมแพค เมืองทองธานี
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