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DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kannika Daungcharone | en_US |
dc.date.accessioned | 2018-09-05T03:28:20Z | - |
dc.date.available | 2018-09-05T03:28:20Z | - |
dc.date.issued | 2017-04-19 | en_US |
dc.identifier.other | 2-s2.0-85019223740 | en_US |
dc.identifier.other | 10.1109/ICDAMT.2017.7904960 | en_US |
dc.identifier.uri | https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85019223740&origin=inward | en_US |
dc.identifier.uri | http://cmuir.cmu.ac.th/jspui/handle/6653943832/56639 | - |
dc.description.abstract | © 2017 IEEE. The learning style in these day has been changed since the traditional style has been replaced by the modern style of learning processes using new technology such as social media, smart phone or edutainment. Nowadays, simulation game plays an important role in educational ground because its characteristic can enhances the learners' motivation. The paper aims to purpose the novel idea of how to identify appropriate factors which relate to the learner's motivation for supporting the computational thinking skills via simulation game. This is importance because games are considered as efficiency tools in which lecturers can employ to escalate the interest of lessons and to make the learning to be more effective. | en_US |
dc.subject | Arts and Humanities | en_US |
dc.subject | Computer Science | en_US |
dc.title | Enhancement the computational thinking skills via the simulation game | en_US |
dc.type | Conference Proceeding | en_US |
article.title.sourcetitle | 2nd Joint International Conference on Digital Arts, Media and Technology 2017: Digital Economy for Sustainable Growth, ICDAMT 2017 | en_US |
article.stream.affiliations | Chiang Mai University | en_US |
Appears in Collections: | CMUL: Journal Articles |
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