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  • Item type: Item ,
    การพัฒนารูปแบบการเรียนรู้เชิงประสบการณ์ร่วมกับเกมมิฟิเคชันแบบออนไลน์ที่เสริมสร้างสมรรถนะความฉลาดทางดิจิทัลของนักเรียนชั้นประถมศึกษาตอนปลาย
    (กระทรวงศึกษาธิการ. กองทุนพัฒนาเทคโนโลยีเพื่อการศึกษา, 2023) วชิรพรรณ ทองวิจิตร
    This research is research and development. The objective is to study and Model of Experiential Learning in Gamification through Online course to enhance upper elementary school students' Digital Intelligence Quotient Competency, Evaluate digital intelligence competency from learning with model. Including studying opinions and setting guidelines for bringing research results to relevant groups of people. (stakeholder) with learning model are divided into 3 phases: 1) Study and development model of Experiential Learning in Gamification through Online course to enhance upper elementary school students' Digital Intelligence Quotient Competency 2) Evaluates digital intelligence competencies from learning using learning model. 3) Study opinions and determine guidelines for bringing research results to relevant groups of people. (stakeholder) with learning model. The sample group used in the research was upper primary school students (Grades 4-6) in the academic year 2021 from all 5 regions: the Northern, Northeastern, Central, Southern and Bangkok regions, 60 people per region, totaling 300 people. The tools used in the research was a questionnaire on teaching and learning conditions, learning management plan, website manual, lesson materials, digital intelligence competency test, satisfaction assessment form and interview form of teacher and student, learning model and quality assessments questionnaire, opinions of those involved in learning styles statistics used in research are percentages, arithmetic mean values standard deviation and comparison of the mean differences between the 2 groups (Independent Sample t-test) The research results found that 1. Results of the analysis of teaching and learning conditions regarding digital intelligence for upper primary school students. Can be used as a guideline for developing teaching and learning models that are appropriate and consistent with the actual problem conditions. and can be further developed to develop educational innovations in other areas. 2. Model of Experiential Learning in Gamification through Online course to enhance upper elementary school students' Digital Intelligence Quotient Competency, consisting of 4 steps: experiencing, reflecting, thinking, and acting. The quality assessment results from experts are at a high level. Teachers can apply this and use it as a guideline for organizing teaching and learning activities. 3. Results of the digital intelligence competency assessment using Model of Experiential Learning in Gamification through Online course to enhance upper elementary school students' Digital Intelligence Quotient Competency. It was found that the experimental group studied with the learning model. They had higher results on the digital intelligence competency test after studying than the control group. The difference is statistically significant at 0.05. 4. Summary of opinions from those involved in the Model of Experiential Learning in Gamification through Online course to enhance upper elementary school students' Digital Intelligence Quotient Competency from all 3 groups, school administrators, academics, and teachers, assessed the quality to be at the highest level and express opinions that the learning style It is consistent with the interests of the students, modern and suitable for the era and create learning motivation for students can be further developed and expanded to a wider extent.
  • Item type: Item ,
    การเพิ่มประสิทธิภาพในกระบวนการผลิตนมแปรรูปภาคใต้
    (มหาวิทยาลัยสงขลานครินทร์, 2568) ขนิษฐา สุวรรณมณี; ดร.ดลยา บัวคำ; Faculty of Engineering (Industrial Engineering); คณะวิศวกรรมศาสตร์ ภาควิชาวิศวกรรมอุตสาหการ
    This research aims to enhance the efficiency of the pasteurized drinking yogurt production process by reducing operation time through the application of ECRS principles (Eliminate, Combine, Rearrange, Simplify), and minimizing production losses by adopting Lean Manufacturing concepts. The study began with an analysis of the current problems in the production process, identifying sources of waste in time, resources, and raw materials. The initial production process consisted of 18 steps, which led to redundancies and delays in operations. After implementing improvements based on ECRS and Lean principles, the number of production steps was reduced to 14, resulting in a 25.23% reduction in operational time. Additionally, total production loss was reduced by 40.85%. The improvements focused on minimizing waste in four key areas: Man, Machine, Material, and Method, following the 4M framework. The improvement approach included transitioning from a paper-based system to a computer-based production planning system to reduce errors and save time, enhancing communication and raw material tracking systems, upskilling employees through specialized training and proper manpower planning, and improving machinery maintenance with a consistent preventive maintenance (PM) schedule and clearly defined standard operating procedures (SOPs). These measures significantly improved the efficiency of the production process and were aligned with the research objectives.
  • Item type: Item ,
    การพัฒนาระบบการทดสอบวินิจฉัยความฉลาดทางดิจิทัลโดยใช้โมเดลวินิจฉัย พุทธิปัญญาที่มีการให้ข้อมูลย้อนกลับอัตโนมัติ สำหรับนักศึกศาตอนต้น
    (กระทรวงศึกษาธิการ. กองทุนพัฒนาเทคโนโลยีเพื่อการศึกษา, 2566-08) อัศนีย์ ทองศิลป์
    The research and development's purpose were : (1) to develop the digital intelligence diagnostic test by the cognitive diagnostic model to feedback and (2) to develop the digital intelligence diagnostic test system with automated feedback for students in junior high school level. The research sample were lower secondary students in the 2022 academic year. This research consist of 2 phases: (1) to study the components of digital intelligence and to develop digital intelligence diagnostic test, the sample were 945 students with multistage multistage sampling and (2) to develop and evaluate the digital intelligence diagnostic test system with automated feedback for students in junior high school level, the sample were 30 students with purposive sampling. The research instrument consists of: the misconceptions form, the digital intelligence diagnostic test, and the assessment forms, the digital intelligence diagnosis test, and the assessment form. Analysis consists of: investigating the consistency between the item test and the Q-matrix using the IOC index, confirmatory factor analysis. examination of examination quality according to examination response theory. the reliability using the KR-20 method, the quality of the O-matrix using the PVAF index, EPS, and the probability of skill knowledge using the G-DINA model. The research results : The most misconceptions were Digital Footprint Management, Balance Use of Technology and Media and Information Literacy. The test consists of 45 content, 61 indicators and 8 Digital Competency. The quality of Test was Item Response Theory and PVAF index found that 94 questions passed the criteria. As for the test results, it was found that 1) Students were different genders, ages, grades, and GPA had significantly different digital intelligence scores at the .05 level of significance. 2) The most test takers passed low level of the criteria, Item 2 was the highest of guessing (62 percent), Item 32 was the highest of slips. (60 percent) 3) All question had the probability that the examiner had strengths correctly more than 50, except for Item 31 and 4) The examiner's greatest strength was the digital citizen identity. The digital intelligence diagnostic test system using cognitive diagnosis model with automated feedback for students in junior high school level, that was online network system written in PHP, MySQL database accessible at https://www.oneinthai. accessit com/dq. The system consists of 6 parts: 1) registration 2) creating a test set 3) testing 4) scoring, estimating the probability of mastery and evaluation of digital intelligence 5)Diagnosis and 6) database design. The evaluation results of the design and operation of system was very effective. Results of user experience and user and interface was at the highest level.