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Preface - kmutt

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KMUTT Annual Research Abstracts 2005<br />

2005), April 18-22, 2005, King Mongkut’s<br />

University of Technology Thonburi, Bangkok,<br />

Thailand, pp. 261-265<br />

Playing games was developed and<br />

applied for entertainment, education and<br />

relaxing activities. Playing games now could be<br />

joined or single playing via Internet called<br />

online game. Teenagers loved and played game<br />

in daily lives; they mostly played in planning<br />

and adventure games.<br />

Today game online, some concerning<br />

sex. More than half of Thai male teenagers had<br />

sex and more than 30% had sex with their<br />

friends, with no protection. The sex inflections<br />

disease could be wild and also had pregnant<br />

before appropriate age. The sex of teenagers was<br />

occurred because of the intimate including their<br />

lack of knowledge through media in their daily<br />

life, Protection by using condom was one of the<br />

resolutions to solve the problems from sex, but<br />

teenagers were rarely use condom. Moreover,<br />

the girls’ attitude that learning about sex and<br />

buying condom were disgraceful and<br />

inappropriate. The first sex of teenagers found<br />

with unintended mistake without planning to<br />

protect when they had sex. Therefore, the sex<br />

education for teenagers was very important and<br />

must be encouraged to be guideline for teenagers<br />

to learn how to protect themselves and others.<br />

Applying games to the sex education for<br />

teenagers to prevent the problem from having<br />

sex in teenagers would be aimed to study and<br />

develop game, the content was to build creative<br />

direction. The players could use situation and<br />

reason for making decision and could be adapted<br />

to their lives and being advantage for themselves<br />

and society. The content of game was enjoyable<br />

for teenagers’ age around 13-18 years; it related<br />

to changing girls’ attitudes toward male using<br />

condom.<br />

IC-176 COMPARATIVE STUDY OF<br />

ACHIEVEMENT AND RETENTION<br />

BETWEEN PROBLEM BASED LEARNING<br />

AND CONVENTIONAL LEARNING<br />

Saranya Chuathong, Surapon Boonlue<br />

The 20 th International Conference of AIAER<br />

(EDUCON 2005), December 28-30, 2005,<br />

Punjabi University, Patiala, India, p. 22<br />

The purpose of this research was to<br />

compare the achievement of study by using the<br />

problem based learning and the conventional<br />

135<br />

learning in the course of Technology for<br />

Education. Samples were KMUTT students in<br />

Technology for Education course on the first<br />

semester in 2005. Simple random sampling was<br />

employed to select 2 of 4 classrooms. Sample<br />

sizes were 80 students divided into 2 groups.<br />

The experiment and the control group consisted<br />

of 40 students each. The experiment group was<br />

taught by using the problem based learning. The<br />

control group was taught by the conventional<br />

learning. Research design was the randomized<br />

control group pre-test-post-test design.<br />

Statistical analysis of data was the student's t-<br />

test. The research instruments were: 1) the<br />

problem was posted in the question forms, 2) the<br />

study achievement test, 3) learning resources<br />

and communication from internet. After students<br />

finished the lesson, they must do the study<br />

achievement test. The results of the study were<br />

found as follows: 1) The pre-learning and the<br />

post-learning results of the students under the<br />

experiment and the control group were<br />

statistically differents at the .01 level. 2) The<br />

achievement scores of the students between the<br />

problem based learning and the conventional<br />

learning were also significantly different at the<br />

.01 level.<br />

IC-177 AN INSTRUCTIONAL COMPUTER<br />

MULTIMEDIA PACKAGE MULTIMEDIA<br />

DESIGN FOR COMPUTER ASSISTED<br />

INSTRUCTION<br />

Sopon Meejaleurn, Sangdeun Taweesin,<br />

Sakesun Yampinij<br />

The 20 th International Conference of AIAER<br />

(EDUCON 2005), December 28-30, 2005,<br />

Punjabi University, Patiala, India, p. 18<br />

Learning anywhere anytime has an<br />

important role in education at present because it<br />

can increase the opportunity of learning. An<br />

instructional computer multimedia can be used<br />

as a tool for such learning. This research is,<br />

therefore, aimed to construct an Instructional<br />

Computer Multimedia Package, Multimedia<br />

Design for Computer Assisted Instruction. The<br />

objective of this research was to evaluate the<br />

quality of the package, evaluate the satisfaction<br />

and compare achievement of the learner. The<br />

Interactive Instructional Computer Multimedia<br />

Package was constructed by presenting the<br />

content, reviewing an exercise and evaluating by<br />

the test. The quality evaluation of the package<br />

was done by 3 experts in media and 3 experts in<br />

International Conference

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