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DC Field | Value | Language |
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dc.contributor.author | Panjaburee P. | |
dc.contributor.author | Hwang G.-J. | |
dc.contributor.author | Intarakamhang U. | |
dc.contributor.author | Srisawasdi N. | |
dc.contributor.author | Poompimol S. | |
dc.contributor.author | Tapingkae P. | |
dc.contributor.other | Srinakharinwirot University | |
dc.date.accessioned | 2023-11-15T02:08:39Z | - |
dc.date.available | 2023-11-15T02:08:39Z | - |
dc.date.issued | 2023 | |
dc.identifier.uri | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85158962173&doi=10.1109%2fECEI57668.2023.10105413&partnerID=40&md5=46e140572c73a6cd0e4cfff718ae203a | |
dc.identifier.uri | https://ir.swu.ac.th/jspui/handle/123456789/29447 | - |
dc.description.abstract | Most schools often require youth students to receive essential skills in the 21st century as a basic requirement in daily life. Digital citizenship behaviors or digital literacy are relevant to each other and common as being essential in primary and secondary education. Although several curricula promote digital citizenship behaviors, students are still willing to study in a more enjoyable and proper learning environment with their preferences and current action. Game-based learning environment motivates students to learn with fantastic features, rewards, and active activities to enjoy learning. Scholars suggest that the story-telling or gaming scenario can enhance a well-design game-based learning environment if the students receive the opportunity to make and revise their decisions. The theory of making decisions through storyline telling is an application of the decision tree. However, the study efficiency of the decision tree in gaming scenarios needs to be verified. Thus, this study adopted a decision tree-based online gaming approach for assisting and adapting students in behaving good behaviors using digital tools. The results of pattern analysis for investigating the online gaming behaviors of the students indicate that those who followed the recommendations provided by the gaming approach had more positive digital citizenship behaviors, such as acting upstanders more often than bystander behavior. © 2023 IEEE. | |
dc.publisher | Institute of Electrical and Electronics Engineers Inc. | |
dc.subject | essential skill | |
dc.subject | learning analytic | |
dc.subject | Quality education | |
dc.subject | technology-enhanced learning | |
dc.title | Effects of Decision Tree-based Online Gaming Framework on Students' Digital Citizenship Behaviors and Patterns | |
dc.type | Conference paper | |
dc.rights.holder | Scopus | |
dc.identifier.bibliograpycitation | Proceedings of the 6th IEEE Eurasian Conference on Educational Innovation 2023: Educational Innovations and Emerging Technologies, ECEI 2023. Vol , No. (2023), p.127-130 | |
dc.identifier.doi | 10.1109/ECEI57668.2023.10105413 | |
Appears in Collections: | Scopus 2023 |
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