Please use this identifier to cite or link to this item: https://ir.swu.ac.th/jspui/handle/123456789/14906
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dc.contributor.authorSkonchai C.
dc.contributor.authorManat B.
dc.date.accessioned2021-04-05T04:32:05Z-
dc.date.available2021-04-05T04:32:05Z-
dc.date.issued2007
dc.identifier.other2-s2.0-84856811137
dc.identifier.urihttps://ir.swu.ac.th/jspui/handle/123456789/14906-
dc.identifier.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-84856811137&partnerID=40&md5=743c8bbef833f0efa7424611712d915e
dc.description.abstractTeaching and learning the emerging fields of nanoscience and nanotechnology at high school level is not simply bringing concepts to students but also providing them with authentic learning experiences that can lead to deeper understandings, including both conceptual and procedural knowledge. Computer game technologies are considered multiple-representation systems and it is believed that using computer games as a framework to develop an epistemic platform, a novel science learning experience, is promising for science education. This dissertation is to develop an epistemic platform for science learning with a computer game and to investigate the impact of the epistemic platform on high school students. The integrated science-learning units of nanoscience and nanotechnology are developed using computer game technologies. Nine high school science students will be set in pilot study state to perform learning unit activities. After improving the learning units, forty other high school science students will be set in the implementation state. The data of the study will be collected using questionnaire, achievement assessment and focus group discussion technique for students. The teacher researcher will be interviewed before and after implementing the learning units.
dc.subjectAchievement assessment
dc.subjectAn epistemic platform
dc.subjectAuthentic learning
dc.subjectComputer game
dc.subjectComputer game technologies
dc.subjectFocus groups
dc.subjectHigh school
dc.subjectHigh school students
dc.subjectNanoscience and nanotechnologies
dc.subjectNanoscience and nanotechnology
dc.subjectPilot studies
dc.subjectProcedural knowledge
dc.subjectScience education
dc.subjectScience learning
dc.subjectTeaching and learning
dc.subjectComputer software
dc.subjectHuman computer interaction
dc.subjectNanoscience
dc.subjectTechnology
dc.subjectStudents
dc.titleThe development of an epistemic platform for nanoscience and nanotechnology with a computer game for high school Students
dc.typeConference Paper
dc.rights.holderScopus
dc.identifier.bibliograpycitation15th International Conference on Computers in Education: Supporting Learning Flow through Integrative Technologies, ICCE 2007. (2007), p.649-650
Appears in Collections:Scopus 1983-2021

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