Pakinee Ariya
Biographic Data
| ID | 6943029 |
|---|---|
| NAME | Pakinee Ariya |
| GIVEN NAMES | Pakinee |
| FAMILY NAME | Ariya |
| SIGNATURE | ARIYA P |
| AFFILIATIONS | Chiang Mai University |
| VERIFIED | No |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Gender Differences in AI-Powered Virtual Museum Guides
School-Based Immersive Virtual Reality Learning to Enhance Pragmatic Language and Social Communication in Children with ASD and SCD
Pragmatic language is a core component of school-based social participation, yet children with Autism Spectrum Disorder (ASD) and Social Communication Disorder (SCD) frequently experience persistent difficulties in using language appropriately across everyday learning contexts. This study investigated the effectiveness of a culturally adapted, school-based immersive Virtual Reality (VR) learning program designed to enhance pragmatic language and …
Integrating generative AI and the metaverse for cultural heritage
Museums often rely on traditional methods, such as static displays and text-based explanations, to preserve and showcase cultural heritage. However, these approaches lack interactivity and fail to engage modern audiences effectively. This research integrates generative artificial intelligence and the metaverse to preserve and promote Lamphun Brocade Fabric, a traditional textile from Northern Thailand. Using data from the Wieng Yong House Museum,…
Accessible virtual reality for library orientation
Virtual Reality (VR) is increasingly applied in education, yet most systems remain inaccessible to visually impaired learners. This study addresses that gap by developing a user-centered VR platform to support library orientation for visually impaired university students. Conducted at a Thai university, the research employed a research and development methodology, combining quantitative and qualitative data collection through usability testing, s…
Digital literacy through gaming
The trend of educational board games is experiencing significant growth, with notable integration of technology; however, many educators continue to use both digital and physical board games. Digital board games offer convenience, accessibility, and enhanced interactivity through features like animations, sound effects, and automated rule enforcement. In contrast, physical board games emphasize tactile engagement and face-to-face social presence,…
Designing Gamified Virtual Reality Intervention Based on Experiential Learning to Enhance Social Reciprocity in Children with Autism Spectrum Disorder
This study investigates the effectiveness of designing a gamified Virtual Reality (VR) intervention, grounded in Kolb’s Experiential Learning Theory, in enhancing social reciprocity, affective expression, and daily living skills among Thai children with Autism Spectrum Disorder (ASD). Utilizing the Meta Quest 2 headset, the intervention simulated five real-world contexts—home routines, classroom behavior, street crossing, supermarket shopping, an…
Toward Sustainable Digital Literacy
This study examines the effects of gamified and non-gamified digital board games on students’ digital literacy and engagement. A total of 98 undergraduate students (n = 98) were randomly assigned to one of two conditions: gamified or non-gamified. The digital board game, designed to simulate real-world digital literacy scenarios, was implemented in a classroom setting. Students’ digital literacy performance was assessed through pre- and post-test…
Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments
Virtual reality (VR) is increasingly employed in various domains, notably enhancing learning and experiences in cultural heritage (CH). This study examines the effects of gamified and non-gamified VR experiences within virtual museum environments, highlighting the concept of a digital twin and its focus on cultural heritage. It explores how these VR modalities affect visitor motivation, engagement, and learning outcomes. For this purpose, two ver…
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Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments
Virtual reality (VR) is increasingly employed in various domains, notably enhancing learning and experiences in cultural heritage (CH). This study examines the effects of gamified and non-gamified VR experiences within virtual museum environments, highlighting the concept of a digital twin and its focus on cultural heritage. It explores how these VR modalities affect visitor motivation, engagement, and learning outcomes. For this purpose, two ver…
Integrating generative AI and the metaverse for cultural heritage
Museums often rely on traditional methods, such as static displays and text-based explanations, to preserve and showcase cultural heritage. However, these approaches lack interactivity and fail to engage modern audiences effectively. This research integrates generative artificial intelligence and the metaverse to preserve and promote Lamphun Brocade Fabric, a traditional textile from Northern Thailand. Using data from the Wieng Yong House Museum,…
Accessible virtual reality for library orientation
Virtual Reality (VR) is increasingly applied in education, yet most systems remain inaccessible to visually impaired learners. This study addresses that gap by developing a user-centered VR platform to support library orientation for visually impaired university students. Conducted at a Thai university, the research employed a research and development methodology, combining quantitative and qualitative data collection through usability testing, s…
Digital literacy through gaming
The trend of educational board games is experiencing significant growth, with notable integration of technology; however, many educators continue to use both digital and physical board games. Digital board games offer convenience, accessibility, and enhanced interactivity through features like animations, sound effects, and automated rule enforcement. In contrast, physical board games emphasize tactile engagement and face-to-face social presence,…
Designing Gamified Virtual Reality Intervention Based on Experiential Learning to Enhance Social Reciprocity in Children with Autism Spectrum Disorder
This study investigates the effectiveness of designing a gamified Virtual Reality (VR) intervention, grounded in Kolb’s Experiential Learning Theory, in enhancing social reciprocity, affective expression, and daily living skills among Thai children with Autism Spectrum Disorder (ASD). Utilizing the Meta Quest 2 headset, the intervention simulated five real-world contexts—home routines, classroom behavior, street crossing, supermarket shopping, an…
Toward Sustainable Digital Literacy
This study examines the effects of gamified and non-gamified digital board games on students’ digital literacy and engagement. A total of 98 undergraduate students (n = 98) were randomly assigned to one of two conditions: gamified or non-gamified. The digital board game, designed to simulate real-world digital literacy scenarios, was implemented in a classroom setting. Students’ digital literacy performance was assessed through pre- and post-test…
Gender Differences in AI-Powered Virtual Museum Guides
School-Based Immersive Virtual Reality Learning to Enhance Pragmatic Language and Social Communication in Children with ASD and SCD
Pragmatic language is a core component of school-based social participation, yet children with Autism Spectrum Disorder (ASD) and Social Communication Disorder (SCD) frequently experience persistent difficulties in using language appropriately across everyday learning contexts. This study investigated the effectiveness of a culturally adapted, school-based immersive Virtual Reality (VR) learning program designed to enhance pragmatic language and …
Computer Science (5 works) · Educational Games and Gamification (5 works) · Virtual reality (5 works) · Multimedia (4 works) · Virtual Reality Applications and Impacts (4 works) · Human–computer interaction (3 works) · Pedagogy (3 works) · Psychology (3 works) · Augmented Reality Applications (2 works) · Autism (2 works)