Researches in educational computer animation and game in Thailand

Suwich Tirakoat
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Abstract

This paper aimed to synthesis of researches in computer animation and game which published in Thai open access database between year 2007 and 2017. There were 102 researches as sample of this research, frequency and percentage were main statistics for data analysis and reported the results in form of tabulations and graphs. The results found that the number of CAG research in Thailand started had increased since 2011. The most of animation and game were 2D production and used for general education which made for primary and secondary student. Data collection used questionnaires and tests with validation test with reliability. Basic descriptive statistics were used to analysis the result of research. Major finding of this research found that animation and game were not used as teaching material in the course, and the result of research described specific group of target student. Consequently, future research in computer animation and game should impact to general student and study in multidimensional learning and more factors of education.
泰国教育电脑动画与游戏研究
本文旨在综合2007年至2017年在泰国开放存取数据库中发表的关于计算机动画和游戏的研究。本研究共有102项研究作为样本,数据分析以频率和百分比为主要统计量,并以表格和图表的形式报告结果。结果发现,自2011年以来,泰国开展的CAG研究数量有所增加。大多数动画和游戏是2D制作,用于普通教育,为中小学生制作。数据收集采用问卷调查和信度验证检验。采用基本描述性统计对研究结果进行分析。本研究的主要发现是该课程没有使用动画和游戏作为教学材料,研究结果描述了特定的目标学生群体。因此,未来计算机动画和游戏的研究应该影响到普通学生,研究多维学习和更多的教育因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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