http://jait.ssru.ac.th/index.php/JAIT/issue/feedJournal of Academic Information and Technology2022-12-25T12:32:37+07:00นิธิมา แก้วมณีNitima.ka@ssru.ac.thOpen Journal Systemshttp://jait.ssru.ac.th/index.php/JAIT/article/view/55The Study of Digital Learning Environment for Digital Literacy Skill Development of University Students Case Study Uttaradit Rajabhat University2022-12-25T12:32:36+07:00Pisut Srichanpisut.sri@live.uru.ac.th<p> The aims of this research are to study the digital learning environment level of Rajabhat University in developing students' digital literacy skills. Secondly, to study the guidelines for developing the digital learning environment of Rajabhat University to develop students' digital literacy skills. The research model is a mixed method. Qualitative method used a group discussion. Meanwhile, quantitative method used research questionnaires. The samples in the research were 375 undergraduate students from Uttaradit Rajabhat University together with 7 key informants as experts in educational innovation and technology, digital learning management, Information technology and digital media. The results of this study research found that the digital learning environment level of Rajabhat University in developing students' digital literacy skill. was at an average of 3.85, which is a high level. The guidelines for developing the digital learning environment of Rajabhat University to develop students' digital literacy resulting in policy outcomes. By formulating a strategic plan from the elements of digital learning environment management with an action plan in 4 main areas as follows: 1) Information and communication technology infrastructure of the university 2) Procurement and development of teaching and research support systems 3) Procurement and development of information systems for educational administration and 4) Procurement and development of the university's educational service system via electronic form (e-Service).</p>2022-12-25T11:29:54+07:00Copyright (c) 2022 Journal of Academic Information and Technologyhttp://jait.ssru.ac.th/index.php/JAIT/article/view/56Apply Gamification-Based for UI of M-learning to Support the New Normal Life: A Case Study of Human Computer Interaction Course2022-12-25T12:32:36+07:00Pijitra jomsripijitra.jo@ssru.ac.thDulyawit Prangchumpoldulyawit.pr@ssru.ac.thBusarin Eaimtanakulbusarin@ssru.ac.th<p> The purposes of this research are to design an interface for teaching with Gamification-Based to enhance the achievement of online learning and support a new normal life. Secondly, to study the level of satisfaction of learners towards learning activities according to the game concept. The Development of a prototype requires 50 students of the third-year student in the department of information technology for testing. Performance testing and evaluation process are 1) heat map analysis 2) expert evaluation 3) evaluation of satisfaction with the user interface prototype gamification. In addition, the result of developing interface prototype based on Gamification technique to support teaching and learning in the Human-Computer Interaction course is suitable. Evaluation results showed that Heat Map analysis suggests users understand and can select or click the items that user wants. Moreover, satisfaction assessment showed a high level. The mean value is 4.26, and a standard deviation is 0.33.</p>2022-12-25T11:40:36+07:00Copyright (c) 2022 Journal of Academic Information and Technologyhttp://jait.ssru.ac.th/index.php/JAIT/article/view/57Mobile Application Game Prototype Development to Motivate Online Learning to Support a New Normal Life for Undergraduate Students2022-12-25T12:32:36+07:00Preedawon Kadmateekarunpreedawan.ka@ssru.ac.thShutchapol Chopvitayakunshutchapol.ch@ssru.ac.th<p> The purposes of this research aim to develop the prototype of a mobile game application to motivate online learning in a new normal life. Secondly, to assess the effectiveness and satisfaction for the prototype of a mobile game application. The research process was carried out to develop the prototype of a mobile game application to motivate online learning a new normal life among undergraduate students was evaluated by information technology experts. Then, a satisfaction assessment form was used with a sample group of 30 Information Technology students by selecting a specific model. Data was analysed using mean and standard deviation. The results showed that the experts assessed the developed model as the most appropriate level and the samples showed the highest level of satisfaction at the mean level was 4.61, the standard deviation was 0.62. Finally, it could be concluded that the prototype of a mobile game application able to support and promote online learning under the new normal life for undergraduate students.</p>2022-12-25T11:47:28+07:00Copyright (c) 2022 Journal of Academic Information and Technologyhttp://jait.ssru.ac.th/index.php/JAIT/article/view/58The Quality of Electronic Services and Technology Acceptance Affecting the Restaurant Owner's Decision to Use the Wongnai POS System in the Wongnai Network of Restaurants in Nonthaburi2022-12-25T12:32:36+07:00Onsupak Phatwangphatwang_o@su.ac.thPrasopchai PasunonPASUNON_P@su.ac.th<p> This research aims to study the quality of electronic services and technology acceptance affecting the restaurant’s decision to use the Wongnai POS system for restaurant management in Nonthaburi Province. The sample size was 400 restaurants in Nonthaburi Province that decided to use the Wongnai POS system to manage their own restaurants. The research instrument was a questionnaire. Statistics used for data analysis were frequency, percentage, mean, standard deviation, and multiple regression analysis. Research results revealed that the overall quality of electronic services was at the highest level ( x̅ = 4.42). When considering each aspect, it was found that restaurants gave the most importance to customer service ( x̅ = 4.46), second place is the design ( x̅ = 4.44), and reliability ( x̅ = 4.41), and the overall technology acceptance factor was at the highest level ( x̅ = 4.44). When considering each aspect, it was found that restaurants prioritized perceived ease of use ( x̅ = 4.45) more than perceived usefulness ( x̅ = 4.44).</p>2022-12-25T12:12:59+07:00Copyright (c) 2022 Journal of Academic Information and Technologyhttp://jait.ssru.ac.th/index.php/JAIT/article/view/63Management System for Receiving Medicines as Prescribed by the Doctor at the Pharmacy2022-12-25T12:32:37+07:00Thanarat Wongchangsuethanarat.s750@pnru.ac.thJenjira Jakkaponjenjira.s123@pnru.ac.thSomkid Soottitantawatomkid@pnru.ac.th<p> This research article the purpose of this study was to study the efficiency of the prescription drug management system of pharmacies by using the Wix platform to create a website. This research was conducted by random purposive sampling from hospital staff, including doctors and pharmacists. Other related persons such as administrators, pharmacists at drug stores and 10 patients who received the service. The study period was 2 months. The questionnaire was used as a tool for data collection, and the questionnaire was divided into two aspects: website content; and the design and layout of the website. The results of the study revealed that the level of satisfaction with the prescription drug management system at the pharmacy was overall, the mean was 4.75, the standard deviation was 0.14, in the highest level. Website content satisfaction found that, the mean was 4.82, the standard deviation was 0.20, in the highest level. As for satisfaction with the design and layout of the website, it was found that The mean was 4.68 and the standard deviation was 0.78 in the high level.</p>2022-12-25T12:20:35+07:00Copyright (c) 2022 Journal of Academic Information and Technologyhttp://jait.ssru.ac.th/index.php/JAIT/article/view/61Development of Computer Equipment Repair Management System: Case Electronic Communications Division2022-12-25T12:32:37+07:00Anurak Jakkawatanurak.sgai@pnru.ac.thVirote Thongjundvirote.s123@pnru.ac.thAmarita Ritthipakdeeamarita@pnu.ac.th<p> This research article objective is to develop the management system computer equipment repair management. A case study of the Electronic Communications Division and to allow civil servants within the Department of Air Operations Control be able to report troubles for repair computers and communication equipment online at all times. This research, The sample was selected from civil servants from Department of Air Operations Control, aged between 21-60 years old, who were able to notify computer repair equipment, 30 people in a specific manner. Using a period of 2 months for the study. And using the questionnaire as a tool for collecting data. Statistics used in data analysis were frequency, arithmetic mean. And standard deviation. The results showed that satisfaction with the use of the computer repair management system is data recording, adding, deleting, correcting and searching for repair notification of computer equipment. The mean was 4.27 and the standard deviation was 0.77 by the overall satisfaction level. is at a high level and the beauty of the website The mean was 4.45, the standard deviation was 0.88, which the overall level of satisfaction was at a high level.</p>2022-12-25T12:28:19+07:00Copyright (c) 2022 Journal of Academic Information and Technology