Lester Gilbert

Mr. Lester Gilbert

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Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 April 2023 in Contemporary Educational Technology
Verified
Journal Article
Open access
PDF file
KCKannattha Chaisriya
Kannattha Chaisriya
SKsiriwatchana kaeophanuek
siriwatchana kaeophanuek
LGLester Gilbert
Lester Gilbert
Communication skills are soft skills critical for students’ development in educational institutions in the digital age. This study aims to determine the feasibility and practicality of a learning model, which combines digital storytelling with a metacognitive strategy called the DSTMC model. This learning model utilized digital storytelling as a primary learning step and integrated metacognitive strategies to monitor the thinking process to improve students’ communication, such as listening, speaking, reading, writing, and presentation skills. The research was conducted through case studies at a regional, southern Thailand university. The data were collected from 30 undergraduate participants. The research instruments were expert validation, pre-/post-test data, and a self-assessment questionnaire. The study showed that the DSTMC learning model is an alternative teaching method to improve communication skills, including listening, speaking, reading, and writing. The results of students’ test scores and self-assessments provide significant evidence indicating that it increases their learning and retention of information. The paper concludes with suggestions for using various strategies and motivating activities to encourage learners’ communication proficiency. Future research should investigate the creation of a system to track how learners improve their communication skills.

1 January 2008
Verified
Conference Paper
Open access
OSOnjira Sitthisak
Onjira Sitthisak
LGLester Gilbert
Lester Gilbert
HDHugh C. Davis
Hugh C. Davis
Self-assessment is a crucial component of learning. Creating effective questions is time-consuming, however, because it may require considerable resources and the skill of critical thinking. Questions need careful construction to accurately represent the intended learning outcome and the subject matter involved. There are very few systems currently available which generate questions automatically, and these are confined to specific domains. This paper presents a system for automatically generating questions from a competency framework, based on question templates, criteria for effective questions, and the instructional content and ability matrix. This makes it possible to guide learners in developing questions for themselves, and to provide authoring templates which speed the creation of new questions for self-assessment.

17 September 2008 in Learning, Media and Technology
Verified
Journal Article
Open access
OSOnjira Sitthisak
Onjira Sitthisak
LGLester Gilbert
Lester Gilbert
HDHugh C. Davis
Hugh C. Davis
Self‐assessment is a crucial component of learning. Learners can learn by asking themselves questions and attempting to answer them. However, creating effective questions is time‐consuming because it may require considerable resources and the skill of critical thinking. Questions need careful construction to accurately represent the intended learning outcome and the subject matter involved. There are very few systems currently available which generate questions automatically, and these are confined to specific domains. This paper presents a system for automatically generating questions from a competency framework, based on a sound pedagogical and technological approach. This makes it possible to guide learners in developing questions for themselves, and to provide authoring templates which speed the creation of new questions for self‐assessment. This novel design and implementation involves an ontological database that represents the intended learning outcome to be assessed across a number of dimensions, including level of cognitive ability and subject matter. The system generates a list of all the questions that are possible from a given learning outcome, which may then be used to test for understanding, and so could determine the degree to which learners actually acquire the desired knowledge. The way in which the system has been designed and evaluated is discussed, along with its educational benefits.

1 January 2014 in Procedia Computer Science
Verified
Journal Article
Open access
KAKewalin Angkananon
Kewalin Angkananon
MWMike Wald
Mike Wald
LGLester Gilbert
Lester Gilbert
This paper focuses on designing accessible mobile learning interactions involving disabled people using a newly developed Technology Enhanced Interaction Framework. The framework was developed to help design technological support for communication and interactions between people, technology, and objects particularly when disabled people are involved. A review of existing interaction frameworks showed that none of them help technology designers to consider all of the possible interactions that occur at the same time and in the same place (i.e. face to face situations). The components of the framework are described and explained, and examples of interactions are provided. A method has been developed and validated using technology designer and accessibility experts to help designers apply the framework and work is now in progress to evaluate the method with technology designers

29 April 2021 in Education and Information Technologies
Verified
Journal Article
Closed access
PDF file
ANAthitaya Nitchot
Athitaya Nitchot
LGLester Gilbert
Lester Gilbert
WWWiphada Wettayaprasit
Wiphada Wettayaprasit

1 October 2022 in International Journal of Electrical and Computer Engineering (IJECE)
Verified
Journal Article
Open access
PDF file
KCKannattha Chaisriya
Kannattha Chaisriya
LGLester Gilbert
Lester Gilbert
RSRatchada Suwangerd
Ratchada Suwangerd
SRSasithorn Rattanarungrot
Sasithorn Rattanarungrot
Digital games are a powerful tool for the presentation of food cultural heritage. A digital game was designed and developed to raise and enhance young people’s interest in and knowledge of Thai food cultural heritage, currently an under-researched field. The platform game was played on a mobile device and required the collection of food ingredients appropriate to popular cuisine in four Thai regions while overcoming obstacles. A sample (N=61) of young people (mean age=19 years) played the game, and the differences in their pre and post-test knowledge of and interest in Thai food and its cultural heritage were analyzed. The findings showed a highly significant increase in interest in and knowledge of Thai food cultural heritage, and did so despite the opinion of some participants that learning games were less interesting than conventional games, or that games were not a good way of raising interest in cultural heritage.