Preceding Factors Influencing Enrollment in Higher Education E-Sports Programs Among Students in Lower Northeastern Thailand (Region 2)
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Abstract
This research article aims to (1) examine the level of demand in selecting a major, social and environmental factors, and decision-making in pursuing higher education in the field of eSports. (2) investigate the relationship between the demand for selecting a major, social and environmental factors, and their influence on the decision to enroll in an eSports program. and (3) develop a decision-making model for enrolling in an eSports program at the higher education level. A mixed-method research approach was employed. In the quantitative phase, the study population consisted of high school seniors (Grade 12) from Lower Northeastern Thailand (Region 2). Use questionnaires to collect data. A total of 260 people. In the qualitative phase, the same study population was used, focusing on key informants selected from the quantitative sample, including administrators, practitioners, and senior students who could provide in-depth insights. The sample size for the qualitative phase was determined by theoretical saturation, totaling 15 participants. Data collection was conducted through formal requests to schools and direct engagement with relevant institutions, both in person and by mail. The data were analyzed using descriptive statistics and structural equation modeling. Finding are as follows: (1) social and environmental factors (RSB) had the highest mean value, followed by the demand for selecting a major (ICF) and the decision-making factor (FCD), (2) the demand for selecting a major, along with social and environmental factors, significantly influenced the decision to pursue higher education in an eSports program, aligning with the research hypothesis, and (3) the developed decision-making model, known as the CLIC Model (Communication, Location, Image, Curriculum), demonstrated a 93% accuracy in predicting students’ enrollment decisions in eSports programs.
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