36 research outputs found
Healthcare staff routing problem using adaptive genetic algorithms with adaptive local search and immigrant scheme
Mediation Game When the Conflict Can Be Fun to Learn—A Legal Skill Learning Tool: The Integration of Knowledge Management, Learning Theory and Serious Game Concept
<p class="apa">Legal justice in Thailand has been shifted to restorative justice for reasons. But Thai law schools have not been changed to promote lawyering skill learning opportunities due to various obstacles and limitations caused by existing legal educational policies, law curriculum’s structure, knowledgeable instructors, and learners’ characteristics. As a result, most graduate law students have been faced with difficulties as regards not only their mediation skill capacity but also other legal skills. To solve the problem beyond the single loop learning, the study proposed the integration of knowledge management approaches, an appropriate learning theory, and serious game concept to initiate an alternative learning tool to enhance mediation skill learning. The study demonstrated the two crucial stages of game designing and experimentation to verify the potentiality of games in enhancing the knowledge and learning engagement. The outcome of such game designing and experimentation can provided both a satisfied interactive learning tool and a linkage for the flow of advocacy skills knowledge from the community of experts to law students who, sooner or later, will be their competent team workers.</p></jats:p
Exploring the Competency Gap of it Students in Thailand: The Employers' View of an Effective Workforce
Adapting to the digital economy is part of the national agenda in many countries. Developing IT workforces to support business growth and innovation in Thailand is now a matter of urgency. Universities which are directly responsible for producing graduates for the employment market lack direction in designing curricula because they lack understanding of industry requirements. The absence of industrial demand research leads to a loss of opportunity to develop skills within the country's working population and to maximize productive employment. The study described in this paper focused on IT internship students' competencies and aimed to analyze the gap in information technology competencies between employers' expectations and their assessment of the current competencies of intern students they employ, and to analyze the important areas which make up an effective IT student from the employers' perspective. The digital competence framework and the information technology competency model were modified to generate a structured questionnaire comprising closed-ended items, which was sent to organizations that are collaborating on work-integrated learning programs with universities in Thailand. Descriptive statistics, correlation and regression analysis were used as the analysis tools. The results found that employers' highest expectations were in respect of the self-effectiveness competency and that students do not meet their expectations in that area. However, the interns exceed the employers' expectations in respect of workplace ability and industry-wide core IT foundation skills. The regression models constructed suggested that the performance of IT students in the academic literacy and workplace ability competencies were most predictive of the average level of employers' expectations. The findings from this empirical study can be used by universities to support curriculum reform in order to meet industry requirements and by students who need to be aware of employers' needs in order to prepare themselves for employment in the IT industry
Effective Tutorial Ontology Modeling on Organic Rice Farming for Non-Science & Technology Educated Farmers Using Knowledge Engineering
Local Integration Ontological Model of Creative Class Migrants for Creative Cities
<p class="apa">An innovative creative class drives creative cities, urban areas in which diverse cultures are integrated into social and economic functions. The creative city of Chiang Mai, Thailand is renowned for its vibrant Lan Na culture and traditions, and draws new migrants from other areas in Thailand seeking to become part of the creative class. This study aims to classify a local integration model for the migrant creative class, and to suggest a set of indicators that could be used to measure the level of successful integration of a migrant creative class when building creative cities. This study selected twelve creative class sample cases who are well known in Chiang Mai and separated the sample into three groups; educator, researcher, and innovator. The study’s agenda consisted of open-ended questions with a semi-structured format for the in-depth interview, and follows a local integration ontology model.</p><p class="apa">The study found that the local integration model consisted of four key domains: means and work, social connection, facilities, and foundations domains. Significant factors are included in each domain, and all four domains are important for the local integration of the creative class in creative cities. Annotation Ontology was used for determining the critical factors for success for migrants in creative cities: namely job, training, social bridge, and language and cultural knowledge.</p><p class="apa">This study presents a new model, the Lan Na Local Integration Metric, which can be applied to understand the successful integration of migrants into the Lan Na region of Chiang Mai.</p></jats:p
Measurement of Learning Process by Semantic Annotation Technique on Bloom’s Taxonomy Vocabulary
<p class="apa">A lack of science and technology knowledge understanding of most rural people who had the highest education at elementary education level more than others level is unsuccessfully transferred appropriate technology knowledge for rural sustainable development. This study provides the measurement of the learning process by semantic annotation technique on Bloom’s Taxonomy vocabulary to prove the effectiveness of tutorial science ontology improving the learning process of non-science and technology educated farmers. The result showed that (i) experimental sample group who additional social science ontologies significantly improve learning process of throughput domain knowledge. (ii) The experimental group reaches analysis level while the control group without ontology input meets apply level. The experimental group cognitive level improves one step further of the control group.</p></jats:p
Design and Application of a Legal Game to Promote Factual Investigation Knowledge for Undergraduate Law Students
This study presents a successful example of experimenting with proper step-by-step guidance on how, when and why to conduct factual investigations by introducing new learning tools to a group of law students, such as this set of computer-based games. Deploying the games as an extension of traditional law learning, this paper synthesizes complex tacit knowledge from legal experts, adopting the cognitive learning theory of Bloom’s Taxonomy, to create serious games as new learning approaches. Students’ learning revealed satisfactory achievement in enhancing the body of fact-finding knowledge and engagement. The gaming has potential in advancing practical knowledge of fact investigation for mass utilization, reducing traditional learning obstacles of a Thai law school, while minimizing the gap between existing educational approaches and students’ future professional practices.</jats:p
