{"title":"泰国教育电脑动画与游戏研究","authors":"Suwich Tirakoat","doi":"10.1145/3290511.3290571","DOIUrl":null,"url":null,"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.\n 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.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Researches in educational computer animation and game in Thailand\",\"authors\":\"Suwich Tirakoat\",\"doi\":\"10.1145/3290511.3290571\",\"DOIUrl\":null,\"url\":null,\"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.\\n 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.\",\"PeriodicalId\":446455,\"journal\":{\"name\":\"International Conference on Education Technology and Computer\",\"volume\":\"41 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-10-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Conference on Education Technology and Computer\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3290511.3290571\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Education Technology and Computer","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3290511.3290571","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Researches in educational computer animation and game in Thailand
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.