Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom P Anunpattana, MNA Khalid, H Iida, W Inchamnan Heliyon 7 (12), 2021 | 37 | 2021 |
Finding comfortable settings of snake game using game refinement measurement A Punyawee, C Panumate, H Iida Advances in Computer Science and Ubiquitous Computing: CSA-CUTE2016 8, 66-73, 2017 | 18 | 2017 |
Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom. Heliyon, 7 (12), e08637 P Anunpattana, MNA Khalid, H Iida, W Inchamnan | 9 | 2021 |
Analysis of realm of valor and its business model on PC and mobile platform comparison P Anunpattana, MNA Khalid, UK Yusof, H Iida Asia-Pacific Journal of Information Technology and Multimedia 7 (2), 1-11, 2018 | 8 | 2018 |
User-centered entertainment factors for platform transformation and game development P Anunpattana, M Khalid, H Iida Proceedings of the 1st International Conference on Informatics, Engineering …, 2019 | 3 | 2019 |
Objectivity and Subjectivity in Variation of Multiple Choice Questions: Linking the Theoretical Concepts Using Motion in Mind P Anunpattana, MNA Khalid, H Iida IEEE Access 11, 35371-35397, 2023 | 2 | 2023 |
Gamification in mutual fund knowledge-based systems W Inchamnan, P Anunpattana 2019 17th International Conference on ICT and Knowledge Engineering (ICT&KE …, 2019 | 2 | 2019 |
教育評価に関する学習プロセスの解析および思考の世界の力学による理論的考察 P ANUNPATTANA | | 2023 |
User-centered Improvement of Entertainment Factors and Platform Transformation in Various Aspects P ANUNPATTANA | | 2020 |
Using Signal Processing Model to Evaluate the Impact of Seesaw Games S Xiong, L Zuo, P Anunpattana, H Iida JOURNAL OF NONLINEAR AND CONVEX ANALYSIS 20 (6), 1253-1262, 2019 | | 2019 |
การ ออกแบบ เกม C0VID-19 เพื่อ วัด พฤติกรรม ของ ผู้ เล่น เกม W Inchamnan, P Anunpattana | | |