The purposes of this study were (1) to investigate students’ achievement goal orientations in learning, perceptions of learning environment in a general education classroom, approach to learn, and learning strategies for ...
The aim of this study was to examine the results of applying gamification concept to the classroom. We measured teacher and student’s satisfaction, students’ liking to the subject, student motivation, and ...
Gamification, the useof game design elements and game mechanics in non-game contexts, has become an increasingly popular approach to enhance end-user engagement. This concept has been used successfully ...
Self-Regulated Learning is an essential skill to learn in this time of change, leading to lifelong learners. However, the development of self-regulated learning in positive psychology learning still needs to be improved. ...
The research’s purpose was to developing general education program for reinforcement undergraduate characteristics conform to Thailand Qualifications Framework for Higher Education 2009. It had 2 specific ...
Purpose of this research was to compare the student’s identities of Srinakharinwirot University which were composed of 9 aspects namely lifelong learning, awareness and use to analyze and summarize, diligence, good manners, ...