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DC Field | Value | Language |
---|---|---|
dc.contributor.author | Janejira Arsarkij | en_US |
dc.contributor.author | Thanomporn Laohajaratsang | en_US |
dc.date.accessioned | 2022-10-16T07:12:33Z | - |
dc.date.available | 2022-10-16T07:12:33Z | - |
dc.date.issued | 2021-01-01 | en_US |
dc.identifier.issn | 18630383 | en_US |
dc.identifier.issn | 18688799 | en_US |
dc.identifier.other | 2-s2.0-85115615932 | en_US |
dc.identifier.other | 10.3991/ijet.v16i18.25159 | en_US |
dc.identifier.uri | https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85115615932&origin=inward | en_US |
dc.identifier.uri | http://cmuir.cmu.ac.th/jspui/handle/6653943832/76564 | - |
dc.description.abstract | This research aimed to design a novel teaching and learning process in the professional experience training. The Successive Approximation Model (SAM) was applied in the design steps. The attainment of the designed framework derived from numbers of theoretical reviews, as well as the analytical data collected from the expert interviews. The proposed framework included the components of a Personal Learning Network (PLN), the process of PLN, and the professional experience procedure. The components of PLN were: learning resources, learning tools, learning content, and learning activities. In addition, the process of PLN consisted of Creation, Connection, Cognition, and Contribution. The professional experience incorporated nine main activities particularly, enrolling in the course, joining three compulsory seminars, doing two major periods of internship, mentor visiting, submitting assignments, and completing the course. These three concepts were combined into the framework of integrated learning activities, which occurred in social networking tool, Course Networking (CN). It operated as the learning tool utilized the newly created addable badges as a part of gamification features. The assessment results from the eleven experts revealed that the teaching and learning practice using personal learning networks on social networking tools with gamification in the professional experience proved to have high levels of standard evaluation, innovative attributes, design process, teaching and learning procedure, and teaching and learning activities. | en_US |
dc.subject | Engineering | en_US |
dc.subject | Social Sciences | en_US |
dc.title | A Design of Personal Learning Network on Social Networking Tools with Gamification for Professional Experience | en_US |
dc.type | Journal | en_US |
article.title.sourcetitle | International Journal of Emerging Technologies in Learning | en_US |
article.volume | 16 | en_US |
article.stream.affiliations | Chiang Mai University | en_US |
Appears in Collections: | CMUL: Journal Articles |
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