The Relationship between Satisfaction towards Augmented Reality of Eastern Folk Sport Wisdom and Attitudes towards Eastern Folk Sport of Secondary School Students in the Eastern Economic Corridors

Main Article Content

Wirat Sonchan
Saralee Sonchan
Somporn Songtrakul

Abstract

This research aimed to 1) study the satisfaction among secondary school students in the EEC towards the augmented reality of Eastern folk sport wisdom 2) study attitudes among secondary school students in the EEC towards the Eastern folk sport after participating in augmented reality of folk sport wisdom and 3) study the relationship between the satisfaction of augmented reality of folk sport wisdom and attitudes towards the Eastern
folk sport among secondary school students in the EEC. The samples were 90 secondary school students from 3 schools in three provinces in the EEC, totaling 270 students by a simple random sampling method. The lottery was used to select schools of each district and then recruit volunteers to
participate in this study. The research tools were the set of augmented reality technology entitled the “Eastern folk sport” and satisfaction an dattitudes questionnaires towards augmented reality of folk sport wisdom with accuracy at 0.7 – 1.00 and reliability at 0.96. The descriptive statistics included Mean (x̄), Standard Deviation (S.D.). The Pearson Correlation with a statistical significance level of 0.01 was used to analyze the relationship. The findings showed the highest level of satisfaction towards the augmented reality of folk sport at 4.55+0.43 and the highest level of attitudes towards the Eastern folk sport at 4.57+0.48. Also, they revealed that the relationship
between satisfaction with augmented reality technology of folk sports wisdom and attitudes towards Eastern folk sports had a correlation coefficient of 0.734. According to these findings, it can be concluded that the set of augmented reality technology of folk sport wisdom was a tool for knowledge transmission that satisfied secondary school students in the EEC. Moreover, the satisfaction had a high level of attitudes towards the Eastern folk sport.

Article Details

How to Cite
Sonchan, W., Sonchan, S., & Songtrakul, S. (2023). The Relationship between Satisfaction towards Augmented Reality of Eastern Folk Sport Wisdom and Attitudes towards Eastern Folk Sport of Secondary School Students in the Eastern Economic Corridors. Journal of Man and Society, 9(1), 209–230. Retrieved from https://so06.tci-thaijo.org/index.php/husocjournal/article/view/265236
Section
Research Article

References

กรมพลศึกษา. (2555). แนวทางการส่งเสริมและสนับสนุนกีฬาพื้นเมืองไทยในการพัฒนา พื้นฐานนักกีฬาไทย. กลุ่มวิจัยและพัฒนา สำนักกการกีฬา กรมพลศึกษา.

กรมพลศึกษา. (2557). การละเล่นพื้นบ้านไทย. โรงพิมพ์เอส: ออฟเซ็ทกราฟฟิคดีไซน์.

ชัชชัย โกมารทัต. (2549). กีฬา พื้นเมืองไทย ภาคกลาง: ศึกษาและวิเคราะห์ความเป็นมาวิธีเล่น และคุณค่า. สถาพรบุ๊คส์.

ชูศรี วงษ์รัตนะ. (2550). เทคนิคการใช้สถิติเพื่อการวิจัย (พิมพ์ครั้งที่ 10). ไทยเนรมิตกิจ.

ฐิตยาพร สุระพล. (2559). แนวทางการพัฒนาการละเล่นพื้นบ้านและกีฬาไทยของ สถาบันการพลศึกษา. [วิทยานิพนธ์ศิลปศาสตรมหาบัณฑิต คณะศิลปะศาสตร์สถาบันการพลศึกษา].

ธนิดา จุลวนิชย์พงษ์, วรากร ทรัพย์วิระปกรณ์, สมพร ส่งตระกูล, วิรัตน์ สนธิ์จันทร์, สราลี สนธิ์จันทร์ และพวงทอง อินใจ. (2564). หนังสืออัจฉริยะ ภูมิปัญญากีฬาพื้นบ้านเขตพัฒนาพิเศษภาคตะวันออก. ชลบุรีการพิมพ์.

พนม คลี่ฉายา. (2556). ความต้องการข่าวสาร การใช้สื่อ และนิสัยการเปิดรับสื่อของผู้สูงอายุไทย. วารสารนิเทศศาสตร์, 31(2), 1-26.

วัชรพล อุนจะนำ และภาสกร เรืองรอง. (2565). การพัฒนาสื่อเทคโนโลยีความเป็นจริงเสริม เรื่องการผูกเงื่อนสำหรับลูกเสือสามัญ. วารสารศึกษาศาสตร์ มหาวิทยาลัยนเรศวร, 24(2), 222-231.

อรวี ขุมมิน, นฤมล ศิระวงษ์ และนิพาดา ไตรรัตน์. (2565). เทคโนโลยีความเป็นจริงเสริมเพื่อพัฒนาทักษะต่าง ๆ ของผู้เรียนในโลกชีวิตวิถีใหม่. วารสารครุศาสตร์อุตสาหกรรม, 21(1), C9-C15.

Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational research review, 20, 1-11.

Aukstakalnis, S. (2016). Practical augmented reality: A guide to the technologies, applications, and human factors for AR and VR.

Addison-Wesley Professional.

Azuma, R. T. (1997). A survey of augmented reality. Presence: teleoperators & virtual environments, 6(4), 355-385.

Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and applications, 21(6), 34-47.

Bressler, D. M., & Bodzin, A. M. (2013). A mixed methods assessment of students’ flow experiences during a mobile augmented reality science game. Journal of computer assisted learning, 29(6), 505-517.

Çetin, H., & Türkan, A. (2022). The Effect of Augmented Reality based applications on achievement and attitude towards science course in distance education process. Education and Information Technologies, 27(2), 1397-1415.

Ciloglu, T., & Ustun, A. B. (2023). The Effects of Mobile AR-based Biology Learning Experience on Students’ Motivation, Self-Efficacy, and Attitudes in Online Learning. Journal of Science Education and Technology, 32(3), 309-337.

Chang, Y. L., Hou, H. T., Pan, C. Y., Sung, Y. T., & Chang, K. E. (2015). Apply an augmented reality in a mobile guidance to increase sense of place for heritage places. Journal of Educational Technology & Society, 18(2), 166-178.

Chiang, T. H., Yang, S. J., & Hwang, G. J. (2014). An augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Journal of Educational Technology & Society, 17(4), 352-365.

Ferrer-Torregrosa, J., Torralba, J., Jimenez, M. A., García, S., & Barcia, J. M. (2015). ARBOOK: Development and assessment of a tool based on augmented reality for anatomy. Journal of Science Education and Technology, 24(1), 119-124.

Hsiao, K. F., Chen, N. S., & Huang, S. Y. (2012). Learning while exercising for science education in augmented reality among adolescents. Interactive learning environments, 20(4), 331-349.

Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13.

Indah, J., Lv, M., & Ali, W. (2019). Research and application of folk sports heritage based on big data. Malaysian Sports Journal, 1(1), 8-10.

Johnson, L., Levine, A., Smith, R., & Stone, S. (2010). The 2010 Horizon Report. New Media Consortium. http: //files .eric .ed.gov /fulltext/ED510220.pdf

Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning. http://hal.archives ouvertes.fr/docs /00/19/04/ 53/ PDF/kirriemuir-j-2004-r8.pdf

Liu, D. Y. (2016). Combined with augmented reality navigation applications in the library. In 2016 International Conference on Advanced Materials for Science and Engineering (ICAMSE) (pp. 441-443). https://doi.org/10.1109/ICAMSE.2016.7840320

Liu, Q., Ma, J., Yu, S., Wang, Q., & Xu, S. (2023). Effects of an Augmented Reality-Based Chemistry Experiential Application on Student Knowledge Gains, Learning Motivation, and Technology Perception. Journal of Science Education and Technology, 32(2), 153-167.

Lu, S. J., & Liu, Y. C. (2015). Integrating augmented reality technology to enhance children’s learning in marine education. Environmental Education Research, 21(4), 525-541.

Mohd Yusof, A., Daniel, E. G. S., Low, W. Y., & Ab. Aziz, K. (2014). Teachers’ perception of mobile edutainment for special needs learners: the Malaysian case. International Journal of Inclusive Education, 18(12),1237-1246.

Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2019). Augmenting the learningexperience in primary and secondary school education: A systematic review of recent trends in augmented reality game-based learning.

Virtual Reality, 23(4), 329-346.

Ustun, A. B., Simsek, E., Karaoglan-Yilmaz, F. G., & Yilmaz, R. (2022). The effects of AR-enhanced English Language Learning Experience on Students’ Attitudes, Self-Efficacy and Motivation. TechTrends, 66(5), 798-809.

Wang, J., Gu, S., Wen, Z., Gan, Y., & Yang, J. (2018). Study on the Main Problems of the Development of Folk Sports and Its Countermeasures. In 3rd International Conference on Contemporary Education, Social Sciences and Humanities (ICCESSH 2018), (pp. 1284-1287). Atlantis Press.

Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & education, 62, 41-49. http://hal.archives-ouvertes.fr/docs/00/19/04/53/PDF/ kirriemuir-j-2004-r8.pdf

Yuen, S. C. Y., Yaoyuneyong, G., & Johnson, E. (2011). Augmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4(1), 11.

Zarraonandia, T., Aedo, I., Díaz, P., & Montero, A. (2013). An augmented lecture feedback system to support learner and teacher communication. British Journal of Educational Technology, 44(4), 616-628.