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https://has.hcu.ac.th/jspui/handle/123456789/2952
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DC Field | Value | Language |
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dc.contributor.author | Nattanun Siricharoen | - |
dc.contributor.author | ณัฐนันท์ ศิริเจริญ | - |
dc.contributor.other | Huachiew Chalermprakiet University. Faculty of Communication Arts | en |
dc.date.accessioned | 2024-10-01T04:04:33Z | - |
dc.date.available | 2024-10-01T04:04:33Z | - |
dc.date.issued | 2023 | - |
dc.identifier.uri | https://has.hcu.ac.th/jspui/handle/123456789/2952 | - |
dc.description | สามารถเข้าถึงบทความฉบับเต็ม (Full text) ได้ที่ : https://link.springer.com/chapter/10.1007/978-981-99-5961-7_36 | en |
dc.description | Siricharoen, N. (2023). Gamification for Developing Media Literacy About Online Gambling Among University Students in Bangkok and Perimeter. In: Anutariya, C., Liu, D., Kinshuk, Tlili, A., Yang, J., Chang, M. (eds) Smart Learning for A Sustainable Society. ICSLE 2023. Lecture Notes in Educational Technology, pp 265–268.Springer, Singapore. https://doi.org/10.1007/978-981-99-5961-7_36 | en |
dc.description.abstract | This mixed-methods research study investigated the factors contributing to online gambling among university students in Bangkok and Perimeter. The study utilized small group discussions, in-depth interviews, and questionnaires to collect data from July 2022 to March 2023. The findings identified influential factors such as gender, age, place of study, motivation, emotional intelligence, and self-esteem that shape university students’ knowledge, attitudes, and behaviors towards online gambling. The study proposed strategies to raise media awareness among students, including innovative gamification techniques for online gambling propaganda media literacy campaigns. By promoting media literacy and critical thinking, these strategies aim to equip students with skills to recognize and resist online gambling propaganda. The study’s outcomes contribute to our understanding of online gambling among university students and provide practical recommendations for educators, policymakers, and stakeholders in addressing this issue. | en |
dc.language.iso | en_US | en |
dc.rights | Springer | en |
dc.subject | Gamification | en |
dc.subject | เกมมิฟิเคชัน | en |
dc.subject | Online gambling | en |
dc.subject | การพนันออนไลน์ | en |
dc.subject | Universities and colleges -- Thailand -- Students | en |
dc.subject | สถาบันอุดมศึกษา – ไทย -- นักศึกษา | en |
dc.subject | Media Literacy | en |
dc.subject | การรู้เท่าทันสื่อ | en |
dc.title | Gamification for Developing Media Literacy About Online Gambling Among University Students in Bangkok and Perimeter | en |
dc.type | Proceeding Document | en |
Appears in Collections: | Communication Arts - Proceeding Document |
Files in This Item:
File | Description | Size | Format | |
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Gamification-for-Developing-Media-Literacy .pdf | 89.31 kB | Adobe PDF | View/Open |
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