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1.
Natural Volatiles & Essential Oils ; 8(5):12212-12223, 2021.
Article in English | CAB Abstracts | ID: covidwho-1905088

ABSTRACT

The global pandemic of coronavirus disease 2019 (COVID-19) demonstrates the urgent need for digital instructional system design to facilitate digital health literacy for citizens in a ubiquitous healthcare ecosystem. This research aimed to propose the Model of Crowd Context-Based Learning via IoT Wearable Technology (CCBL via IoTW Model). The research objectives were to synthesize and evaluate the suitability of the CCBL via IoTW Model to promote digital health literacy. This study employed Mixed-Method Research (MMR), which collects and analyzes both qualitative and quantitative data. The results show that: (1) The CCBL via IoTW Model has 4 components: (1) Input Factors, (2) IoTW-Driven Learning Processes, (3) Digital-Driven Assessments, and (4) Data Visualization and Real-Time Feedback;(2) All the experts agreed that the CCBL via IoTW Model is suitability for promoting digital health literacy and health behavior change of the citizens towards bio-digital citizenship in a ubiquitous healthcare ecosystem through digital health intervention in the future at a very high level (x = 4.76, S.D.= 0.43).

2.
2022 International Conference on Decision Aid Sciences and Applications, DASA 2022 ; : 201-205, 2022.
Article in English | Scopus | ID: covidwho-1874161

ABSTRACT

This research has designed and developed a The Role-Play Method Human Augmentation Learning Model to Enhance Digital Content Creator, aiming to study and synthesize the framework for developing role-playing Method Human Augmentation Simulation Learning models to enhance digital content creators and study feasibility. The development approach is a model for managing, studying or reviewing the content of studying in covid-19 situations, there are 50 undergraduate students in digital media technology, Rajamangala University of Technology Tawan-Ok. Research content uses digital film production course content. Digital Media Technology Program in Multimedia Technology, Rajamangala University of Technology Tawan-Ok, 6 lessons, trialled in semester 2, academic year 2022, the method of conducting research is divided into 5 phases: Phase 1 synthesis of conceptual framework for developing The Role-Play Method Human Augmentation Learning Model to Enhance Digital Content Creator Phase 2 Synthesis of substanceist features. The expected benefit is that it competes with Digital Content Creator that are suitable for the context of Thailand. Educational institutions that offer courses in relevant disciplines have guided them with Role-Play learning methods to develop Digital Content Creator. © 2022 IEEE.

3.
5th International Conference on E-Society, E-Education and E-Technology, ICSET 2021 ; : 113-119, 2021.
Article in English | Scopus | ID: covidwho-1622100

ABSTRACT

The covid-19 pandemic situation has created significant changes in educational and public health systems;It changes both the dimensions of health promotion, health care, and disease prevention for citizens. Furthermore, Digital health literacy is an essential learning outcome for people in the ubiquitous healthcare ecosystem. Consequently, this all pushes educational and public health organizations have necessary to offer Technology-Enhanced Learning (TEL) to promote urgently digital health literacy for citizens. This study aimed to propose the conceptual framework of crowd context-based learning via IoT wearable technology to promote digital health literacy. The research objectives were to synthesize and evaluate the feasibility of the conceptual framework. The research methodology used in this study is mixed methods research. The results show that: (1) the novel conceptual framework has four elements: 1) cybergogical approach, 2) technological approach, 3) learning experience design, and 4) learning outcomes assessments;(2) All twelve specialists agreed that the novel conceptual framework had overall feasibility at a very high level . From the results, we anticipate that our conceptual framework could be used to referencing framework into practices for designing learning models and digital interventions to promote digital health literacy and health behavior change. Thus, this is an initial conceptual framework for moving towards the ĝ€next normal' in educational and public health systems. © 2021 ACM.

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