Game-Based Learning to Promote Environmental Citizenship in Elementary Education Krittin Tarin, Sawanan Dangprasert, Thasuk Junprasert International Journal of Information and Education Technology, 2026 This study investigates the effectiveness of EcoChallenge, an online game-based learning intervention, in promoting environmental global citizenship among Grade 6 students. A quasi-experimental pre-test/post-test design with a control group was employed. Participants completed a learning achievement test, an environmental citizenship skills assessment (knowledge, attitudes, and behaviors), and a satisfaction questionnaire. Instruments underwent expert review and standard quality checks, with the support of the CRAFT framework in design and validation. The intervention was implemented over six weeks with structured missions (e.g., waste management scenarios) and real-time feedback. Results show statistically significant gains in learning achievement from pre-test to post-test for students using EcoChallenge, with concurrent improvements across all three domains of environmental citizenship skills. Students also reported very high satisfaction with usability, enjoyment, and motivation. A positive association was observed between academic achievement and environmental citizenship skills (r = 0.608, p < 0.001), indicating that cognitive gains and pro-environmental competencies advanced together. These findings suggest that well-designed game-based learning can operationalize Global Citizenship Education (GCE) and Education for Sustainable Development (ESD) for primary learners. Practical implications include integrating similar digital games into elementary curricula to support knowledge, attitudes, and behaviors aligned with sustainability goals. Future work should examine long-term retention and transfer, teacher facilitation strategies, and scalability across diverse school contexts.
AI-AUGMENTED PEDAGOGICAL FRAMEWORK FOR SUPERIOR LITERATURE REVIEW PROFICIENCY Journal of Theoretical and Applied Information Technology, 2025
Development of an AI-Powered System for Thesis Advisor Consultations and Sawanan Dangprasert International Journal of Information and Education Technology, 2025 This research highlights the creation and assessment of an AI-powered system for thesis advisor consultations, aiming to enhance the academic advisory process for graduate students. The system delivers efficient, accessible, customized support in essential areas such as research design, literature review, research tool development, and statistical analysis. Evaluation results revealed that the system achieved a “Very Good” rating across key metrics, including functionality, accuracy, usability, performance, and security, with an overall average score of 4.76. Quantitative assessments of thesis progress among 42 graduate students demonstrated significant improvements, particularly in research tool development and quality assessment, with 88–95% achieving “Good” progress. Qualitative feedback highlighted the system’s strengths in clarifying research objectives, guiding hypothesis formulation, and facilitating data analysis. Furthermore, a strong positive correlation (r = 0.608, p < 0.001) between research knowledge and thesis progress underscores the system’s effectiveness in fostering academic growth. While no significant differences were observed in research knowledge among students with varying experience levels, the system showcased its ability to provide equitable support. These findings highlight the transformative potential of AI in academic advisory processes, offering reliable and accessible consultation services. Future development efforts will aim to enhance the system’s capabilities in statistical analysis to meet advanced research needs better.
Immersive Digital Learning Experience Design for Extended Reality Community of Practice to Enhance Educational Digital Game Design Skills and Parwapun Kamtab International Journal of Information and Education Technology, 2025 This study investigates the creation of immersive digital learning experiences within an Extended Reality Community of Practice (XR-CoP) to improve educational digital game design skills. Employing a one-group quasi-experimental design, the study integrated innovative technology and innovative learning experiences in digital education to develop and refine an XR-supported learning ecosystem. A total of 25 master’s learners from digital technology programs took part in structured activities that focused on experiential learning, knowledge sharing, and iterative skill development. The evaluation results show that the proposed learning model was highly efficient (mean = 4.77, Standard Deviation (S.D.) = 0.30), indicating its suitability for implementation. Furthermore, the XR-CoP environment received the highest rating in key areas such as learner engagement (mean = 4.90, S.D. = 0.22) and content appropriateness (mean = 4.80, S.D. = 0.27). The assessment of learners’ digital game design skills revealed significant proficiency, especially in sound design (mean = 4.71, S.D. = 0.45) and interactive design (mean = 4.51, S.D. = 0.55). Furthermore, correlation analysis revealed a strong positive relationship between active participation in the community and skill development (r = 0.947, p < 0.001), highlighting the importance of collaborative learning. These findings highlight the efficacy of XR-CoP in connecting theoretical knowledge with practical applications. The model promotes the development of essential skills like storytelling, instructional design, and user-centered game development. This study helps to advance immersive learning frameworks and provides practical insights for educators and professionals looking to improve digital game design skills through community-based, technology-driven learning experiences.
The Development of a Learning Activity Model for Promoting Digital Technology and Digital Content Development Skills and Sawanan Dangprasert International Journal of Information and Education Technology, 2023 The objective of this research was to develop an instructional model to enhance digital technology and digital content development skills. The model consisted of four components: lectures, hands-on exercises, group projects, and online learning resources. To identify the underlying components of the model, factor analysis was conducted. The factor analysis results showed that the four components explained a cumulative 90.2% of the variance in the learning model. The learning model was delivered over 16 weeks and covered topics such as digital technology basics, graphics and animation design, virtual learning technology, digital content marketing, collaboration and communication tools, social media and digital marketing, and ethics and privacy in the digital world. The model’s effectiveness was assessed using quantitative and qualitative methods, including t-tests and Pearson correlations. The results of the t-tests indicated a significant improvement in both digital technology skills and digital content development skills after participation in the learning model (p < 0.05). The Pearson correlations further showed a strong relationship between digital technology and digital content development skills (r = 0.78, p < 0.01).
THE IMPACT OF GAMIFICATION ON CREATIVE AND INNOVATIVE SKILLS OF GRADUATE STUDENTS Journal of Theoretical and Applied Information Technology, 2023
Effects on Using Tutoring Application in Integration with Self-Directed Learning to Improve Statistical Analysis Skills Sawanan Dangprasert TEM Journal, 2021 The purposes of this study were (1) to develop the tutoring application integrated with selfdirected learning to improve statistical analysis skills; (2) to compare the learners’ pretest and posttest taken from their learning achievements; (3) to compare the learners’ pretest and posttest taken from their statistical analysis skills; (4) to investigate the correlations of statistical analysis skills and learning achievements, and (5) to investigate the correlations of statistical analysis skills and the frequency of using this application. The research methodology divided into 2 major phases included Phase 1: The development of tutoring application integrated with self-directed learning to improve learners’ statistical analysis skills, and Phase 2; The investigation of using the tutoring application. The data were statistically analyzed through using mean, t-test, and Pearson‘s correlation coefficient. The findings of the study revealed that the learners’ scores of their posttest with its significant difference of .01, according to the comparison of learners’ statistical analysis skills, were higher than that of their pretest.
RECENT SCHOLAR PUBLICATIONS
Development of Competencies for Child Activity Leaders C Juntasorn, S Dangprasert Panya 32 (1), 1-13 , 2025 2025.0
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Immersive Digital Learning Experience Design for Extended Reality Community of Practice to Enhance Educational Digital Game Design Skills P Kamtab, S Dangprasert International Journal of Information and Education Technology 15 (7) , 2025 2025.0 Citations: 1
Development of an AI-Powered System for Thesis Advisor Consultations S Dangprasert, P Kamtab International Journal of Information and Education Technology 15 (6) , 2025 2025.0 Citations: 1
A Development of Learning Media for Facebook Advertising for Students at the Diploma Vocational Certificate From Samut Sakhon Technical College W Keawbantrud, S Dangprasert Journal of Education Panyaphat Surindra Rajabha 2 (1), 1-20 , 2024 2024.0
การ พัฒนา รูป แบบ การ ฝึก ทักษะ การ ขับขี่ รถ บรรทุก เพื่อ ส่งเสริม การ ประหยัด พลังงาน S Phinijphara, S Dangprasert, P Satienchaiyakij Journal of Graduate Studies Valaya Alongkorn Rajabhat University 17 (3), 175-189 , 2023 2023.0
The development of a learning activity model for promoting digital technology and digital content development skills S Dangprasert International Journal of Information and Education Technology 13 (8), 1242-1250 , 2023 2023.0 Citations: 20
The impact of gamification on creative and innovative skills of graduate students S Dangprasert Journal of Theoretical and Applied Information Technology 101 (8), 3077-3087 , 2023 2023.0 Citations: 9
The Development of Instructional Model Applied by the Flipped Classroom Model According to the Technology Integration Matrix for Engineering Students HT Thak Hongthong,Sawanan Dangprasert Journal of Humanities and Social Sciences Nakhon Phanom University 11 (3 … , 2021 2021.0
DEVELOPMENT OF LEARNING APPLICATIONS TO PROMOTE THE DESIRABLE TRAITS OF LEGAL PROFESSION S Dangprasert, T Wiriyanon Journal of Social Science and Buddhistic Anthropology 6 (5), 455-469 , 2021 2021.0
Effects on using tutoring application in integration with self-directed learning to improve statistical analysis skills S Dangprasert TEM Journal 10 (1), 63-68 , 2021 2021.0 Citations: 10
Chatbot Designed for Graduate Students’s Guidance Service S Dangprasert INTERNATIONAL JOURNAL 9 (4), 154-160 , 2020 2020.0
The development of instructional model to enhance the competency of mathematical thinking of secondary school students P Chaiya, S Dangprasert, T Wiriyanon Technical Education Journal: King Mongkut’s University of Technology North … , 2020 2020.0 Citations: 1
The Development of Blended Learning Supporting to Creativity According Creative Economy in Higher Education TW Nuchjaree Bureerat, Sawanan Dangprasert Christian University Journal 25 (3), pp. 14-24 , 2019 2019.0
The Development of Social Networking to Enhance Skills for Creating Augmented Reality based Instructional Media TK Likit Kerdmongkol, Sawanan Dangprasert Technical Education Journal King Mongkut’s University of Technology North … , 2018 2018.0
The Development of Art Composition Skills for Vocational Students Using a Chatbot F IAMWAN, S DANGPRASERT King Mongkut's University of Technology North Bangkok , 0
The Development of Learning Management System for Enhancing the Competency based on the Occupational Standards in an Animation Major ภาวพรรณ ขําทับ, ธีรพงษ์วริยานนท์, สวนันท์แดงประเสริฐ, กรรณ จรรยาวุฒิวรรณ์ วารสารวิชาการครุศาสตร์อุตสาหกรรม พระจอมเกล้าพระนครเหนือ … , 0
MOST CITED SCHOLAR PUBLICATIONS
The development of a learning activity model for promoting digital technology and digital content development skills S Dangprasert International Journal of Information and Education Technology 13 (8), 1242-1250 , 2023 2023.0 Citations: 20
Effects on using tutoring application in integration with self-directed learning to improve statistical analysis skills S Dangprasert TEM Journal 10 (1), 63-68 , 2021 2021.0 Citations: 10
The impact of gamification on creative and innovative skills of graduate students S Dangprasert Journal of Theoretical and Applied Information Technology 101 (8), 3077-3087 , 2023 2023.0 Citations: 9
AI-AUGMENTED PEDAGOGICAL FRAMEWORK FOR SUPERIOR LITERATURE REVIEW PROFICIENCY S DANGPRASERT Journal of Theoretical and Applied Information Technology 103 (7) , 2025 2025.0 Citations: 1
Immersive Digital Learning Experience Design for Extended Reality Community of Practice to Enhance Educational Digital Game Design Skills P Kamtab, S Dangprasert International Journal of Information and Education Technology 15 (7) , 2025 2025.0 Citations: 1
Development of an AI-Powered System for Thesis Advisor Consultations S Dangprasert, P Kamtab International Journal of Information and Education Technology 15 (6) , 2025 2025.0 Citations: 1
The development of instructional model to enhance the competency of mathematical thinking of secondary school students P Chaiya, S Dangprasert, T Wiriyanon Technical Education Journal: King Mongkut’s University of Technology North … , 2020 2020.0 Citations: 1
Development of Competencies for Child Activity Leaders C Juntasorn, S Dangprasert Panya 32 (1), 1-13 , 2025 2025.0
The Development of a Competency-Based Curriculum for Digital Marketing of NFTs W Chumphet, T Wiriyanon, S Dangprasert JOURNAL OF SOUTHERN TECHNOLOGY 18 (1), 80-95 , 2025 2025.0
A Development of Learning Media for Facebook Advertising for Students at the Diploma Vocational Certificate From Samut Sakhon Technical College W Keawbantrud, S Dangprasert Journal of Education Panyaphat Surindra Rajabha 2 (1), 1-20 , 2024 2024.0
การ พัฒนา รูป แบบ การ ฝึก ทักษะ การ ขับขี่ รถ บรรทุก เพื่อ ส่งเสริม การ ประหยัด พลังงาน S Phinijphara, S Dangprasert, P Satienchaiyakij Journal of Graduate Studies Valaya Alongkorn Rajabhat University 17 (3), 175-189 , 2023 2023.0
The Development of Instructional Model Applied by the Flipped Classroom Model According to the Technology Integration Matrix for Engineering Students HT Thak Hongthong,Sawanan Dangprasert Journal of Humanities and Social Sciences Nakhon Phanom University 11 (3 … , 2021 2021.0
DEVELOPMENT OF LEARNING APPLICATIONS TO PROMOTE THE DESIRABLE TRAITS OF LEGAL PROFESSION S Dangprasert, T Wiriyanon Journal of Social Science and Buddhistic Anthropology 6 (5), 455-469 , 2021 2021.0
Chatbot Designed for Graduate Students’s Guidance Service S Dangprasert INTERNATIONAL JOURNAL 9 (4), 154-160 , 2020 2020.0
The Development of Blended Learning Supporting to Creativity According Creative Economy in Higher Education TW Nuchjaree Bureerat, Sawanan Dangprasert Christian University Journal 25 (3), pp. 14-24 , 2019 2019.0
The Development of Social Networking to Enhance Skills for Creating Augmented Reality based Instructional Media TK Likit Kerdmongkol, Sawanan Dangprasert Technical Education Journal King Mongkut’s University of Technology North … , 2018 2018.0
The Development of Art Composition Skills for Vocational Students Using a Chatbot F IAMWAN, S DANGPRASERT King Mongkut's University of Technology North Bangkok , 0
The Development of Learning Management System for Enhancing the Competency based on the Occupational Standards in an Animation Major ภาวพรรณ ขําทับ, ธีรพงษ์วริยานนท์, สวนันท์แดงประเสริฐ, กรรณ จรรยาวุฒิวรรณ์ วารสารวิชาการครุศาสตร์อุตสาหกรรม พระจอมเกล้าพระนครเหนือ … , 0