Teaching and Learning and Developmant Canter
URI ถาวรสำหรับชุมชนนี้
เรียกดู
กำลังเรียกดู Teaching and Learning and Developmant Canter โดย ผู้เขียน "Chayanisa Wongphan"
ตอนนี้กำลังแสดง1 - 4 ของ 4
ผลลัพธ์ต่อหน้า
ตัวเลือกเรียงลำดับ
รายการ การจัดกิจกรรมการเรียนรู้โดยใช้เกมเป็นฐานการเรียนรู้เพื่อส่งเสริมแรงจูงใจในการเข้าเรียนและมีส่วนร่วมในชั้นเรียน(Sripatum University, 2563) ชญาณิศา วงษ์พันธุ์; Chayanisa WongphanThis research project examines the motivation and satisfaction of students in the course Jobs Food and Beverage Service, Course code HMT221. The main objectives were 1) to compare the student's academic achievement before and after receiving the learning activities using games as a learning base 2) to study the students' motivation towards the learning activities. Learn by using games as a learning base. 3) To compare the student's motivation towards learning activities using games as a learning base. Before and after learning 4) to study the satisfaction of students towards the learning activities using games as a learning base. 5) to compare the students' satisfaction with the arrangement of game-based learning committees before and after entering the class. The aim of the research is to develop a curriculum by using computer games to improve learning and motivate students to learn. Using a qualitative research model to collect data. By observing and measuring the achievement of students' academic performance together with quantitative research (Quantitative) by using a questionnaire as a tool to collect data from 60 students in the department of Cruise Business Management the findings were summarized in terms of motivation for attendance and participation in class. Including students' satisfaction with the use of games in teaching and learning development. It was found that the students were motivated to participate in game-based teaching and learning. More than regular lecture-style teaching that do not use games as a medium to insert teaching and learning activities and from questioning and observing of classroom teaching, the traditional teaching and learning activities that the instructors did not bring in participatory activities by using games as a learning base. It is a regular teaching and lecture. Students get bored there is no novelty in teaching and it makes students feel less enthusiastic about learning. And did not pay attention to learning as they should the results of the comparison of satisfaction with learning activities it was found that the satisfaction of the students in all 4 aspects was the satisfaction with the learning activities using games as the learning base before and after entering the class. It was found that 3 aspects were to promote learning. Participation in teaching and learning and academic achievement the students were more satisfied with using the game format in teaching than the normal learning. Another aspect that is not different is participation in classroom activities. The students' satisfaction with the normal learning style and the game-based learning style were not different.รายการ การศึกษาความต้องการของสถานประกอบการในการพัฒนานักศึกษาภาคอุตสาหกรรมการบริการ : กรณีศึกษา นักศึกษาสาขาวิชาการจัดการบริการธุรกิจเรือสำราญ มหาวิทยาลัยศรีปทุม(Sripatum University, 2562) ชญาณิศา วงษ์พันธุ์; Chayanisa WongphanThis research project studied the opinions of cooperative education students. And entrepreneurs linking the cooperative education program with the main objective of to study the opinions of cruise ship service business students towards the preparation of the cooperative education operation. As well as to study guidelines for student development in the service industry. The research aims to develop curriculum and develop cooperative education students to the workplace to meet the needs of the establishment. By using the qualitative research model to collect data by in-depth interviews with cruise operators and hotels 7 places from in-house trainers from the evaluation form together with quantitative research (quantitative) using questionnaires as a tool for collecting data from 93 students in cruise service business management course. The results of the research can be summarized as follows: Regarding the opinions towards the cruise service business management course and establishments, it was found that the students' opinions towards the cruise service management course with the opinions of knowledge and competency at the level of agree, followed by the establishment Is at a high level of agreement, and the other two are the coordination of the institution and the administration and management of the program of the program that the students belong to. At the same level of agreement also. Research results in the education section Comments about the tendency for graduates to work. In the future, in the labor market, the service industry lacks employees in many positions. That has expertise and ability to meet the work line. Which the way to develop the service industry students to meet the needs of the establishment. Entrepreneurs focus on the level of approval very much. Followed by the labor market in the service industry has a growing need for personnel. In the level of agree from the hypothesis testing using t-test, cruises operators prefer to get graduates to work in the future more than hotel establishments. Which does not conform to the hypothesis operators in both sources have different opinionsรายการ การศึกษาทักษะทางพฤติกรรมที่ส4งผลต4อการเรียนของนักศึกษา ในรายวิชาระเบียบวิธีวิจัยอุตสาหกรรมการบริการ รหัสวิชา HMT434 วิทยาลัยการท4องเที่ยวและการบริการ(Sripatum University, 2564) ชญาณิศา วงษ์พันธุ์; Chayanisa WongphanThis research aimed to study the level of emotional regulation and mental health power in the research methodology course in the hospitality industry. To compare students’ emotional regulation and mental health power in the hospitality industry research methodology program, namely the field of cruise business service management and the hotel and MICE management field. And to analyze behavioral skill factors affecting students' learning in the service industry research methodology course. The sample consisted of 200 people. Data analysis, the researcher conducted the data analysis in two parts, namely general data and comparing behavioral skills between disciplines in the Faculty of Tourism and Hospitality. with analytical techniques and hypothesis testing with statistical t-test, F-test One way ANOVA, and Chi-Square through the statistical program. The results showed that Behavioral skills in emotional regulation affect learning among hospitality industry research methodology students in the field of monitoring (Modifying); it was found that the students had behaviors related to emotions and mental health powers. Affecting students’ learning in the service industry research methodology course is no different As for the relationship between the two disciplines, There was no correlation between all three aspects of emotional regulation behavioral skills. As for the relationship between behavioral skills, behavioral skills, and mental health power, there was a relationship in one part: pressure tolerance. There was a correlation between behavioral skills and mental health power, and the other two aspects were not correlated.รายการ รูปแบบการเรียนรู้ตามโครงงานโดยใช้ปัญหาเป็นฐานเพื่อเพิ่มผลลัพธ์ของกิจกรรมและความพึงพอใจของนักศึกษาต่อการจัดการเรียนรู้ผ่านปัญหา(Sripatum University, 2565) ชญาณิศา วงษ์พันธุ์; Chayanisa WongphanThis study aims 1) to study the students’ class feedback, in term of problem- based learning process that promotes the ability to design learning management in the 21st century and 2) to design learning process by using problem-based approach to have more reliable outcome. The study provides a sample group of 79 individuals from the students in a course of TMT423. The researcher uses descriptive statistic, percentage, mean, and standard deviation for data analysis. Moreover, the hypothesis testing approach by t-test, F-test (one way ANOVA) and the test of students’ influence satisfaction on learning management, analysed by Regression analysis, are adopted as well. The study finds that the learning activity model which is conducted by problem-based learning in the 21st century is the most satisfied, particularly in the factor of setting goals or learning from the goals of the learners, compared with satisfaction level on problem-based learning management that promotes ability to design learning management in the 21st century. The students do not have significantly different opinions in all 5 sessions. In addition, the satisfaction on problem-based learning that are consistent with real situations is in the more satisfaction level. The analysis has been conducted through the test of influence satisfaction on learning management of the students’ satisfaction in the classroom of TMT 423. According to the multiple regression coefficient analysis, the further prediction on overall students’ satisfaction shows that the learning approach in practical skills and the use of technology for learning support affect students’ satisfaction in TMT 423 course.