ECT Education and Communication Technology Journal https://so01.tci-thaijo.org/index.php/ectstou <p><strong>วารสาร อีซีที เทคโนโลยีและสื่อสารการศึกษา (ECT Education and Communication Technology Journal) </strong>เป็นวารสารที่รับรองการตีพิมพ์เผยแพร่ผลงานที่เป็นบทความวิจัย (research article) บทความวิชาการ (academic article) เผยแพร่ข่าวสารเกี่ยวกับกิจกรรม ข่าวสาร นวัตกรรมและเทคโนโลยีที่เกี่ยวข้องกับการศึกษา ให้เป็นไปตามมาตรฐานการประกันคุณภาพ โดยกำหนดออกวารสาร ปีละ 2 ฉบับ ฉบับที่ 1 เดือนมกราคม-มิถุนายน และ ฉบับที่ 2 เดือนกรกฎาคม - ธันวาคม</p> <p><strong>ติดต่อสอบถามเพิ่มเติมได้ที่อีเมล</strong><br />kemmanat.min@hotmail.com<br />รองศาสตราจารย์ ดร.เขมณัฏฐ์ มิ่งศิริธรรม<br />supanita.sud@stou.ac.th<br />ผู้ช่วยศาสตราจารย์ ดร.ศุภนิตา สุดสวาสดิ์</p> Office of Educational Technology, Sukhothai Thammathirat Open University en-US ECT Education and Communication Technology Journal 3056-9443 <p>1. ทรรศนะและข้อคิดเห็นใด ๆ ที่ปรากฏอยู่ในวารสาร ECT Education and Communication Technology Journal เป็นของผู้เขียนโดยเฉพาะ สำนักเทคโนโลยีการศึกษา มหาวิทยาลัยสุโขทัยธรรมาธิราช และกองบรรณาธิการไม่จำเป็นต้องเห็นพ้องด้วย<br />2. กองบรรณาธิการของสงวนลิขสิทธิ์ในการบรรณาธิการข้อเขียนทุกชิ้น เพื่อความเหมาะสมในการจัดพิมพ์เผยแพร่</p> A Development of Micro Learning to Strengthen the Ability to Use Foreign Language Words in Thai for Grade 6 Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/267707 <p>The objectives of this research article were: 1) to construct and verify the efficiency of micro learning in strengthening the ability to use foreign words in Thai for grade 6 students based on the 80/80 criteria, 2) to compare the ability to use foreign words in Thai among grade 6 students before and after studying with micro learning, and 3) to study the students' satisfaction with micro learning. The research model employed in this study was research and development. The sample group consisted of 15 grade 6 students from the second semester of the academic year 2021 at Banpongpa School in Phitsanulok, selected by purposive sampling. The research tools included: 1) micro learning materials to strengthen the ability to use foreign language words in Thai, 2) a test to measure the ability to use foreign words in Thai, and 3) a satisfaction questionnaire. Data were analyzed using percentage, mean, standard deviation, and Z-test. The results of the research were as follows: 1) The micro learning materials developed to enhance the ability to use foreign words in Thai for grade 6 students were highly appropriate (M = 4.51, SD = 0.46) and met the efficiency criteria (83.67/82.10). 2) The ability of students to use foreign words in Thai significantly improved after studying through the micro learning materials (p &lt; 0.05). 3) The students' satisfaction with the micro learning materials was at the highest level (M = 4.72, SD = 0.45).</p> Phitada Wonklam Jakkrit Jantakoon Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-18 2024-08-18 19 27 1 14 An Assessment of the General Public's Needs of Online Courses in Personal Development https://so01.tci-thaijo.org/index.php/ectstou/article/view/270371 <p>This research aims to: 1) survey (assess/determine/evaluate) the needs for online courses in personal development offered to the general public, 2) compare the content demanded by different age groups for inclusion in online courses in personal development, and 3) compare the content requested by people of various professions for these courses. The sample comprised 242 people in Phayao, selected through simple random sampling. The research instrument was a questionnaire about the needs for online courses in personal development. Data were analyzed using frequency and percentage, with additional content analysis.</p> <p>The findings were as follows:</p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">1. The respondents were most interested in content related to education, followed by languages and technology. They preferred short non-degree courses, pre-degree courses, and dual-degree courses, respectively, to develop their competencies.</span></p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">2. Considering different age groups, the respondents under 21 and between 21-30 years old preferred language courses, while those between 31-40 years old were </span>interested in technology courses. The respondents aged 41-50 years and older tended to focus on education. Additionally, the respondents across all age groups preferred short non-degree courses.</p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">3. Regarding various professions, the respondents from different professions had distinct needs for course content. Government officials and state enterprise employees needed courses in education, school and university students expressed a need for language courses, while agriculturists, business owners, and general employees wanted courses in business, services, and management. The respondents from all professions preferred short non-degree courses.</span></p> Narin Nonthamand Narissara Suaklay Parinyaporn Santajit Nopparat Chaiman Noppadol Amnuaypornlert Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-18 2024-08-18 19 27 15 32 The Effect of a Mobile Computer-Supported Collaborative Learning Model Using Phenomenon-Based Learning to Enhance Pre-Cadet Students' Scientific Competencies https://so01.tci-thaijo.org/index.php/ectstou/article/view/270701 <p>The purpose of this research was to study the impact of a mobile computer-supported collaborative learning model using phenomenon-based learning aimed at enhancing pre-cadet students' scientific competencies. The sample consisted of 33 pre-cadet students selected through simple random sampling by the lottery method. The research instruments included a learning model and scientific competency assessments. The experiment period lasted 5 weeks. Data were analyzed using mean, standard deviation, and One-way ANOVA with repeated measures. The results showed that the scientific competencies of pre-cadet students differed significantly at the .05 level between the 1st, 3rd, and 5th assessments.</p> Chosita Kedtip Prakob Koraneekij Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-18 2024-08-18 19 27 33 45 The Examining the Conditions and Needs of a Virtual Reality Learning Model Based on Creative Problem-Solving to Enhance Undergraduate Students’ Innovation Capability https://so01.tci-thaijo.org/index.php/ectstou/article/view/270711 <p>The purpose of this study was to examine the conditions and needs of a virtual reality learning model based on creative problem-solving to enhance undergraduate students’ innovation capability. The sample group consisted of 416 graduate students, determined using Cochran's formula (1977). The research instruments were 1) a questionnaire on conditions and needs and 2) a validity evaluation form measured by IOC. The data were analyzed using descriptive statistics to find the percentages, mean, and standard deviation. Moreover, the Priority Needs Index Modified (PNI Modified) was used to analyze the conditions and needs of the learning model. Obtained findings indicated that:</p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">1. For the use of virtual reality by graduate students, the majority of them were aware of virtual reality (89.66%) and have used it before (87.74%).</span></p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">2. Regarding the behavior of using technology and applications, the students spent approximately 11 hours per day on the internet (mean = 11.20 hours) and mainly accessed the internet through smartphones (85.10%). Additionally, they demonstrated high proficiency in using a variety of work-related applications, with an average proficiency of over 90%.</span></p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">3. The needs of a virtual reality learning model could be divided into three aspects: </span>1) Virtual Reality learning (VR), 2) Creative Problem-Solving processes (CPS), and 3) Innovation Capability (IC).</p> <p>Among the three aspects, the study also showed that the students first wanted to experience using virtual reality in their courses (PNI Modified = 0.72). Second, they wanted to gain experience using virtual reality in subjects that require creativity and innovative abilities (PNI Modified = 0.61). Third, the students wanted to receive learning experiences by using avatars for role playing in virtual reality (PNI Modified = 0.52) and also to receive learning experiences together with others in virtual reality (PNI Modified = 0.52). However, all three priorities which were mentioned related to the virtual reality aspect, reflecting a strong interest in and need for learning models that utilize virtual reality.</p> Parichart Sisaeng Prakob Koraneekij Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-18 2024-08-18 19 27 46 60 Development of a Problem-Based Learning Website which included Virtual Lab Simulation to Enhance the Digital Safety Skills of Pre-Cadet Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/270743 <p>The purposes of this research were as follows: (1) to develop a problem-based learning website which included virtual lab simulation and (2) to compare the digital safety skills of pre-cadet students before and after using this website. The sample group for quality assessment consisted of seven experts in instructional media production and digital safety skills. Additionally, the sample included 33 pre-cadet students. The research instruments used were a website evaluation form, an evaluation form of a lesson plan, a digital safety skills test, and a questionnaire about opinions on learning through the website. Data were analyzed using the sample mean, standard deviation, t-test, and content analysis. The results of the study showed that the problem-based learning website which included virtual lab simulation included: 1) Homepage, 2) About Us, 3) Digital Safety Skills Course with Problem-Based Learning via Virtual Lab Simulation, 4) Blog, 5) Evaluation, and 6) Login/Register. The t-test results also revealed a significant difference in students’ mean scores at the level of .05 (t = 10.47) on the digital safety skills test before and after using the problem-based learning website.</p> Siriwan Intasorn Pornsook Tantrarungroj Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-18 2024-08-18 19 27 61 77 Developing a Thai Massage Mobile Application for the Treatment of Neck and Shoulder Pain to be Used by Thai Traditional Medicine Undergraduate Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/272143 <p>The objectives of this research were to: 1) develop a Thai massage mobile application for treating neck and shoulder pain for undergraduate students in the Thai Traditional Medicine program, and 2) evaluate the efficiency of this mobile application. The development was divided into two phases. The first phase involved studying the basic information necessary for designing the mobile application. Data were collected from documents about principles, concepts, and theories related to mobile applications and Thai massage for treating neck and shoulder pain. The second phase involved designing the mobile application using the ADDIE Model, which was assessed by five experts to meet the efficiency criteria of 80/80. Data were analyzed using the mean, standard deviation, and content analysis.</p> <p>The results were as follows:</p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">1. The basic information for designing a Thai massage mobile application for treating neck and shoulder pain consisted of five lessons: 1) Anatomy of the Neck and Shoulder, 2) Massage Treatment for Neck Pain and Headaches, 3) Massage Treatment for Neck Pain and Lateral Neck Pain, 4) Massage Treatment for Shoulder Pain, and 5) Self-Massage Treatment for Neck and Shoulder Pain. The application is available on iOS and Android OS systems, allowing students to learn thoroughly. Users can log in by registering as members, ensuring the privacy of personal information and allowing for individual score tracking. The lessons included text, graphics, pictures, animations, and audio.</span></p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">2. The overall quality assessment by the experts revealed that the quality was at a high level (M = 4.40, S.D. = 0.65), and the efficiency of the application was 80.56/82.41, exceeding the predetermined efficiency criterion of 80/80.</span></p> Chutharat Saereewat Kitti Leesiam Vadhana Jayathavaj Kemmanat Mingsiritham Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-18 2024-08-18 19 27 78 92 The Development of a Blended Learning Model via Social Media for Graduate Students in the School of Educational Studies at Sukhothai Thammathirat Open University https://so01.tci-thaijo.org/index.php/ectstou/article/view/271829 <p>The purposes of this research were to: 1) develop a blended learning model via social media for graduate students in the School of Educational Studies at Sukhothai Thammathirat Open University; 2) study the learning achievements of the graduate students; 3) determine the opinions of the graduate students; and 4) evaluate the developed instructional model. The research sample consisted of 30 graduate students from the School of Educational Studies at Sukhothai Thammathirat Open University, selected through simple random sampling, as well as 7 specialists and 3 experts. The research instruments included guidelines for focus group discussions, a blended learning model via social media, a learning achievement test, an opinion survey, and a quality evaluation form. The statistics used for data analysis were the percentage, mean, standard deviation, t-test, and content analysis. The research results were as follows: 1) the developed blended learning model via social media comprised 7 components: (1) face-to-face learning, (2) online learning via social media, (3) collaborative learning, (4) learning content, (5) support materials and resources, (6) communication, and (7) evaluation. The model had 3 operational steps: (1) input analysis, (2) learning process, and (3) output evaluation; 2) the students’ post-learning achievement scores were significantly higher than their pre-learning scores at the .05 level of statistical significance; 3) the students rated the model's appropriateness at a high level; and 4) the experts evaluated the quality of the developed instructional model at the highest level.</p> Varangkana Topothai Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-18 2024-08-18 19 27 93 108 The Development of Interactive Multimedia Lessons based on Brain-Based Learning to Enhance Analytical Thinking Skills for 4th-Grade Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/273276 <p><strong> </strong>The objectives of this research were to: 1) develop interactive multimedia lessons based on brain-based learning to enhance analytical thinking skills for 4th-grade students, aiming to achieve the 80/80 standard criterion for media efficiency; 2) compare the analytical thinking skills of students before and after learning with these interactive multimedia lessons; and 3) study the satisfaction of students who used the interactive multimedia lessons. The sample consisted of 30 4th-grade students from Watkoh Suwannaram School, selected through simple random sampling. The research instruments included: 1) interactive multimedia lessons based on brain-based learning, 2) a media quality evaluation form, 3) an analytical thinking skill test, and 4) a satisfaction evaluation form. The data were statistically analyzed using means, standard deviation, and a t-test for dependent samples.</p> <p>The research results revealed that: 1) the interactive multimedia lessons based on brain-based learning achieved an E1/E2 score of 83.08/84.11, which met the standard criterion; 2) the students' analytical thinking skills after studying with the interactive multimedia lessons were significantly higher than before learning, at the .05 level; and <br />3) the satisfaction of students who studied with the interactive multimedia lessons was rated at the "most" level.</p> Kotchaphorn Kreepun Sayamon Insaard Supot Ingard Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-18 2024-08-18 19 27 109 124 A Virtual Reality (VR) Card Game Using Discovery Learning to Enhance Environmental Literacy https://so01.tci-thaijo.org/index.php/ectstou/article/view/274491 <p>This research aims to: 1) study and develop a Virtual Reality (VR) card game using discovery learning to promote environmental literacy, and 2) examine the effects of using the VR card game with discovery learning on promoting environmental literacy. The sample group included five experts and 30 high school students, selected through purposive sampling. Research instruments included the VR card game, expert interviews, a quality assessment form for the VR card game, and an environmental literacy test. Statistical analysis methods included the percentage, mean, standard deviation, dependent t-test, and correlation coefficient.</p> <p>The research findings revealed that: 1) the developed card game comprised the content, virtual reality simulation, card gameplay, and discovery learning. The overall quality assessment of the VR card game using discovery learning was rated very high (x̄=4.68, S.D. = 0.51). 2) The use of the VR card game showed that the average post-experiment environmental knowledge scores were significantly higher than the pre-experiment scores at the .05 significance level. 3) The comparison of the average post-experiment environmental attitude scores showed a significant increase at the .05 significance level. 4) The study of environmental behavior indicated that the post-experiment scores were significantly higher than the pre-experiment scores at the .05 significance level.</p> Jutigran Angkapanomprai Jaitip Na-songkhla Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-22 2024-08-22 19 27 125 141 Guidelines for the Development of Digital Platforms to Promote Community Enterprises in the Community Rice Centers of Rai Makham Sub-district, Ban Lat District, Phetchaburi Province https://so01.tci-thaijo.org/index.php/ectstou/article/view/274861 <p>The objectives of this study were: 1) to study and analyze the needs of users of <br />a digital platform designed to promote community enterprises in the community rice centers of Rai Makham sub-district, Ban Lat district in Phetchaburi province, and 2) to explore guidelines for developing a digital platform to support these community enterprises. A total of 46 participants were selected using purposive sampling. The sample included 11 community enterprise group leaders, 5 community enterprise entrepreneurs in the Rai Makham sub-district, 20 users of community enterprises, 5 agricultural experts from Phetchaburi province, and 5 digital platform experts. The research tools included <br />a questionnaire to assess the needs of digital platform users and semi-structured interviews. The data were analyzed using the percentage, mean, standard deviation, and content analysis.</p> <p>The research findings were as follows:</p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">1. The needs of digital platform users for promoting community enterprises in the Community Rice Center of Rai Makham sub-district, Ban Lat district in Phetchaburi province, were at the highest level, including: 1) The need for media and support systems on digital platforms to promote community enterprises was at the highest level (M = 4.57, </span><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">SD = 0.51). The users expressed a need for product and service distribution, resources, knowledge, and guidelines for skill development necessary for running community enterprises. They also desired network connections and digital media presentations in various formats. 2) The need for simplicity and ease of use in digital platforms was also rated at the highest level (M = 4.50, SD = 0.51). The users emphasized the importance of accessibility and secure access to the platform for all users.</span></p> <p><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">2. The guidelines for developing a digital platform to promote community enterprises in the Community Rice Center of Rai Makham sub-district, Ban Lat district in Phetchaburi province, should include the following four characteristics: 1) Support for the distribution of products and services offered by community enterprises. 2) Opportunities for learning and skill development, including access to resources, knowledge, and guidelines necessary for professional growth within community enterprises. 3) The presentation of digital media in various formats, such as text, images, videos, and infographics. 4) Integration with social media and other digital platform elements to enhance the promotion of community enterprises. The proposed digital platform should consist of five main components: (1) Content Management, (2) Digital Media, </span><span style="font-size: 0.875rem; font-family: 'Noto Sans', 'Noto Kufi Arabic', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;">(3) E-Commerce System, (4) Online Communication, and (5) Information and Knowled</span>ge Sharing.</p> Thanat Samanakupt Copyright (c) 2024 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 2024-08-22 2024-08-22 19 27 142 158