Sukuman Homvisetvongsa
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Sukuman Homvisetvongsa has a total of 15 co-authors. Here are the top co-authors by number of shared publications:
- Arunnee Jaitieng
Khon Kaen University
2 shared publications - Chatkhane Pearkao
Department of Adult Nursing, Faculty of Nursing, Khon Kaen University, Khon Kaen, Thailand
2 shared publications - Lerkiat Wicharit
Boromarajonani College of Nursing, Nakhon Ratchasima, Faculty of Nursing, Praboromarajchanok Institute
2 shared publications - Wiphawadee Potisopha
Department of Adult Nursing, Faculty of Nursing, Khon Kaen University, Khon Kaen, Thailand
2 shared publications Busaba Somjaivong
Department of Adult Nursing, Faculty of Nursing, Khon Kaen University, Thailand
1 shared publication- Donwiwat Saensom
Faculty of Nursing Khon Kaen University Khon Kaen Thailand kku.ac.th
1 shared publication
Latest Publications
- Open Access
- 4 March 2025
- Published by JMIR Publications Inc. in JMIR Rehabilitation and Assistive Technologies
- Vol. 12, e63512
Development of a Mobile App Game for Practicing Lung Exercises: Feasibility Study
Background: Chest injuries are a leading cause of death and disability, accounting for 10% of hospital admissions and 25% of injury-related deaths. About two-thirds of patients with thoracic injuries experience complications such as blood or air in the pleural space, causing lung deflation and poor gas exchange. Proper breathing management, using tools like incentive spirometers, improves lung function and recovery. However, there is a gap in mobile-based gaming apps designed for lung exercise, which could benefit both the general population and patients recovering from lung injuries. Objective: This research aimed to develop and evaluate a mobile app game for practicing lung exercises, accompanied by a prototype device called the Pulmo device. Methods: The study involved a sample group of 110 participants from the general public. It followed a research and development methodology comprising 4 steps. The research instruments included a mobile app game, a prototype lung exercise device, and questionnaires to assess users’ satisfaction and the feasibility of both the app and the device. Results: The findings revealed that the participants demonstrated a high level of overall satisfaction with both the mobile app game and the prototype lung exercise device (mean 4.4, SD 0.4). The feasibility for the mobile app game and the prototype lung exercise device connected to the game was evaluated. The results indicated that the sample group perceived the overall feasibility to be at a high level (mean 4.4, SD 0.5). Conclusions: The research results reflected that the sample group believed the mobile app game for practicing lung exercises and the prototype device developed in this project have a high potential for practical application in promoting lung rehabilitation through gameplay. The mobile app game and the Pulmo device prototype received positive user feedback, indicating potential practical use; however, further validation is required among patients in need of pulmonary rehabilitation.
- 4 March 2025
- Published by JMIR Publications Inc. in JMIR Rehabilitation and Assistive Technologies
- Vol. 12, e63512
Open AccessDevelopment of a Mobile App Game for Practicing Lung Exercises: Feasibility Study
Background: Chest injuries are a leading cause of death and disability, accounting for 10% of hospital admissions and 25% of injury-related deaths. About two-thirds of patients with thoracic injuries experience complications such as blood or air in the pleural space, causing lung deflation and poor gas exchange. Proper breathing management, using tools like incentive spirometers, improves lung function and recovery. However, there is a gap in mobile-based gaming apps designed for lung exercise, which could benefit both the general population and patients recovering from lung injuries. Objective: This research aimed to develop and evaluate a mobile app game for practicing lung exercises, accompanied by a prototype device called the Pulmo device. Methods: The study involved a sample group of 110 participants from the general public. It followed a research and development methodology comprising 4 steps. The research instruments included a mobile app game, a prototype lung exercise device, and questionnaires to assess users’ satisfaction and the feasibility of both the app and the device. Results: The findings revealed that the participants demonstrated a high level of overall satisfaction with both the mobile app game and the prototype lung exercise device (mean 4.4, SD 0.4). The feasibility for the mobile app game and the prototype lung exercise device connected to the game was evaluated. The results indicated that the sample group perceived the overall feasibility to be at a high level (mean 4.4, SD 0.5). Conclusions: The research results reflected that the sample group believed the mobile app game for practicing lung exercises and the prototype device developed in this project have a high potential for practical application in promoting lung rehabilitation through gameplay. The mobile app game and the Pulmo device prototype received positive user feedback, indicating potential practical use; however, further validation is required among patients in need of pulmonary rehabilitation.
- Open Access
- 1 February 2025
- Published by Taylor & Francis in Journal of Multidisciplinary Healthcare
- Vol. ume 18, 957-968
Development of an AI-Integrated Smart Helmet for Motorcycle Accident Prevention: A Feasibility Study
Introduction: The purpose of this research was to develop a smart helmet, including emphasizing the AI integration and the device’s role in enhancing road safety with a mechanism that stimulates the driver to recognize which vehicle is approaching and the speed levels of the vehicle while it is moving, and to assess the satisfaction and feasibility of drivers while using the smart helmet. Methods: This study included 139 participants who were general people in Thailand. The research model consists of four research and development steps: research, design and development, implementation, and evaluation. The questionnaires included general information, satisfaction, and feasibility of using a smart helmet. Results: The study showed that males had a greater number of participants (63.31%), aged between 21 and 40 years (64.03%), higher education (73.38%), and most of the participants were university students (90.64%). Overall, satisfaction with using smart helmets was high (mean = 4.20, SD = 0.83), and the overall possibility of using smart helmets was very high (mean = 4.33, SD = 0.75). Conclusion: The participants’ reflections indicated that smart helmets can be a possibility for further development and are highly feasible practical application devices. Moreover, the smart helmet is beneficial to riders in terms of warning functions to prevent and monitor accidents. Nurses and health care providers may use these results to develop programs or devices that can encourage people to be aware of harm on the road while riding motorcycles.
- 1 February 2025
- Published by Taylor & Francis in Journal of Multidisciplinary Healthcare
- Vol. ume 18, 957-968
Open AccessDevelopment of an AI-Integrated Smart Helmet for Motorcycle Accident Prevention: A Feasibility Study
Introduction: The purpose of this research was to develop a smart helmet, including emphasizing the AI integration and the device’s role in enhancing road safety with a mechanism that stimulates the driver to recognize which vehicle is approaching and the speed levels of the vehicle while it is moving, and to assess the satisfaction and feasibility of drivers while using the smart helmet. Methods: This study included 139 participants who were general people in Thailand. The research model consists of four research and development steps: research, design and development, implementation, and evaluation. The questionnaires included general information, satisfaction, and feasibility of using a smart helmet. Results: The study showed that males had a greater number of participants (63.31%), aged between 21 and 40 years (64.03%), higher education (73.38%), and most of the participants were university students (90.64%). Overall, satisfaction with using smart helmets was high (mean = 4.20, SD = 0.83), and the overall possibility of using smart helmets was very high (mean = 4.33, SD = 0.75). Conclusion: The participants’ reflections indicated that smart helmets can be a possibility for further development and are highly feasible practical application devices. Moreover, the smart helmet is beneficial to riders in terms of warning functions to prevent and monitor accidents. Nurses and health care providers may use these results to develop programs or devices that can encourage people to be aware of harm on the road while riding motorcycles.
- Open Access
- 19 December 2023
- Published by Thailand Nursing and Midwifery Council in Journal of Thailand Nursing and Midwifery Council
- Vol. 38 (04) , 358-372
Effects of Game-Based Learning in Caring for Patients with Intercostal Drainage on Knowledge, Practical Skills, and Satisfaction in Nursing Students
Introduction In the 21st century, the pedagogy of teaching and learning has transitioned towards self-directed learning, aiming to motivate learners while enhancing the link between theoretical knowledge, and clinical practice skills. Gamification, known as game-based learning, is increasingly emerging as a strategy to complement simulation-based approaches. Proficiency in caring for patients with intercostal drainage is vital for both life-saving and acute care, highlighting the need for effective teaching, and learning methodologies. Objectives This study aimed to examine the effect of game-based learning on knowledge and skills related to caring for patients undergoing thoracic drainage, and satisfaction with game-based learning in nursing students. Design This research employed a one-group pretest-posttest quasi-experimental design, using cognitive constructivism, and game-based learning as the research framework. Method A total of 108 third-year nursing students voluntarily participated in a one-month game-based computer-assisted learning program titled “Fun Games: Awakening ICD Knowledge.” The research instruments included a knowledge questionnaire (CVI =.99, KR-20 =.70), an objective structured clinical examination (OSCE) (CVI =.99, Inter-rater reliability = 1.0), and a questionnaire on satisfaction with game-based learning (CVI =.99, Cronbach’s alpha coefficient =.90). Data were analyzed using descriptive statistics and Paired t-tests. Results After the game-based learning, knowledge scores (M = 7.01, SD = 1.14) were significantly higher than pre-test scores (M = 5.12, SD = 1.77, t=-10.153, p < .001). All nursing students successfully passed the OSCE examination. Overall satisfaction with game-based learning was at a high level (M = 4.37, SD = 0.62). Recommendation Game-based learning facilitates nursing students in acquiring knowledge and skills related to caring for patients with intercostal drainage, and their satisfaction reflects the need for an enhanced strategic pedagogical approach that aligns with current educational trends. It is recommended to further utilize and develop this learning method as an integrated approach to bridge theoretical knowledge with nursing practice courses.
- 19 December 2023
- Published by Thailand Nursing and Midwifery Council in Journal of Thailand Nursing and Midwifery Council
- Vol. 38 (04) , 358-372
Open AccessEffects of Game-Based Learning in Caring for Patients with Intercostal Drainage on Knowledge, Practical Skills, and Satisfaction in Nursing Students
Introduction In the 21st century, the pedagogy of teaching and learning has transitioned towards self-directed learning, aiming to motivate learners while enhancing the link between theoretical knowledge, and clinical practice skills. Gamification, known as game-based learning, is increasingly emerging as a strategy to complement simulation-based approaches. Proficiency in caring for patients with intercostal drainage is vital for both life-saving and acute care, highlighting the need for effective teaching, and learning methodologies. Objectives This study aimed to examine the effect of game-based learning on knowledge and skills related to caring for patients undergoing thoracic drainage, and satisfaction with game-based learning in nursing students. Design This research employed a one-group pretest-posttest quasi-experimental design, using cognitive constructivism, and game-based learning as the research framework. Method A total of 108 third-year nursing students voluntarily participated in a one-month game-based computer-assisted learning program titled “Fun Games: Awakening ICD Knowledge.” The research instruments included a knowledge questionnaire (CVI =.99, KR-20 =.70), an objective structured clinical examination (OSCE) (CVI =.99, Inter-rater reliability = 1.0), and a questionnaire on satisfaction with game-based learning (CVI =.99, Cronbach’s alpha coefficient =.90). Data were analyzed using descriptive statistics and Paired t-tests. Results After the game-based learning, knowledge scores (M = 7.01, SD = 1.14) were significantly higher than pre-test scores (M = 5.12, SD = 1.77, t=-10.153, p < .001). All nursing students successfully passed the OSCE examination. Overall satisfaction with game-based learning was at a high level (M = 4.37, SD = 0.62). Recommendation Game-based learning facilitates nursing students in acquiring knowledge and skills related to caring for patients with intercostal drainage, and their satisfaction reflects the need for an enhanced strategic pedagogical approach that aligns with current educational trends. It is recommended to further utilize and develop this learning method as an integrated approach to bridge theoretical knowledge with nursing practice courses.