Architecture of the Computational Thinking Platform with Gamified Using Artificial Intelligence Prompt Engineering

Saved in:
Bibliographic Details
Title: Architecture of the Computational Thinking Platform with Gamified Using Artificial Intelligence Prompt Engineering
Language: English
Authors: Atthaphon Wongla, Pinanta Chatwattana, Pallop Piriyasurawong
Source: Journal of Education and Learning. 2025 14(5):189-198.
Availability: Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606; Fax: 416-642-2608; e-mail: jel@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/jel
Peer Reviewed: Y
Page Count: 10
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Descriptors: Artificial Intelligence, Gamification, Experiential Learning, Problem Solving, Foreign Countries, Thinking Skills, Digital Literacy, Computer System Design
Geographic Terms: Thailand
ISSN: 1927-5250
1927-5269
Abstract: The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process and gamification, which results in a new teaching method using Thailand's popular prompt engineering "AIThaiGen". The main target of this development is to create the learning tool that not only aligns with the Ministry of Education's Basic Education Core Curriculum but can also promote students' problem-solving skills and computational thinking skills, which can encourage them to produce new inventions or innovations that are beneficial to humans' life in terms of computer science and technologies. Not only that, the learning tool initiated in this study is expected to help students solve problems in real-life and meanwhile promote their digital literacy so that they will be well equipped with bodies of knowledge and skills related to the utilization of digital media. The main objectives of this study are to promote problem-solving skills and digital literacy through the CT platform with gamified and explore the perspectives on its design in order to find out to what extent the architecture of the CT platform with gamified can improve users' problem-solving skills and digital literacy. The research findings support this study and correspond to research hypothesis. It is found that the architecture of the CT platform with gamified comprises the process and structure that can be put in practical use in order to promote problem-solving skills and digital literacy through computational thinking processes integrated with gamification. These skills are derived from self-directed learning coupled with hands-on practices, in which learners are able to interact and have conversation with others anywhere and anytime.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1484990
Database: ERIC
FullText Text:
  Availability: 0
CustomLinks:
  – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1484990
    Name: ERIC Full Text
    Category: fullText
    Text: Full Text from ERIC
Header DbId: eric
DbLabel: ERIC
An: EJ1484990
AccessLevel: 3
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: Architecture of the Computational Thinking Platform with Gamified Using Artificial Intelligence Prompt Engineering
– Name: Language
  Label: Language
  Group: Lang
  Data: English
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Atthaphon+Wongla%22">Atthaphon Wongla</searchLink><br /><searchLink fieldCode="AR" term="%22Pinanta+Chatwattana%22">Pinanta Chatwattana</searchLink><br /><searchLink fieldCode="AR" term="%22Pallop+Piriyasurawong%22">Pallop Piriyasurawong</searchLink>
– Name: TitleSource
  Label: Source
  Group: Src
  Data: <searchLink fieldCode="SO" term="%22Journal+of+Education+and+Learning%22"><i>Journal of Education and Learning</i></searchLink>. 2025 14(5):189-198.
– Name: Avail
  Label: Availability
  Group: Avail
  Data: Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606; Fax: 416-642-2608; e-mail: jel@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/jel
– Name: PeerReviewed
  Label: Peer Reviewed
  Group: SrcInfo
  Data: Y
– Name: Pages
  Label: Page Count
  Group: Src
  Data: 10
– Name: DatePubCY
  Label: Publication Date
  Group: Date
  Data: 2025
– Name: TypeDocument
  Label: Document Type
  Group: TypDoc
  Data: Journal Articles<br />Reports - Research
– Name: Subject
  Label: Descriptors
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Artificial+Intelligence%22">Artificial Intelligence</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Experiential+Learning%22">Experiential Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Problem+Solving%22">Problem Solving</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Thinking+Skills%22">Thinking Skills</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+Literacy%22">Digital Literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+System+Design%22">Computer System Design</searchLink>
– Name: Subject
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Thailand%22">Thailand</searchLink>
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 1927-5250<br />1927-5269
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process and gamification, which results in a new teaching method using Thailand's popular prompt engineering "AIThaiGen". The main target of this development is to create the learning tool that not only aligns with the Ministry of Education's Basic Education Core Curriculum but can also promote students' problem-solving skills and computational thinking skills, which can encourage them to produce new inventions or innovations that are beneficial to humans' life in terms of computer science and technologies. Not only that, the learning tool initiated in this study is expected to help students solve problems in real-life and meanwhile promote their digital literacy so that they will be well equipped with bodies of knowledge and skills related to the utilization of digital media. The main objectives of this study are to promote problem-solving skills and digital literacy through the CT platform with gamified and explore the perspectives on its design in order to find out to what extent the architecture of the CT platform with gamified can improve users' problem-solving skills and digital literacy. The research findings support this study and correspond to research hypothesis. It is found that the architecture of the CT platform with gamified comprises the process and structure that can be put in practical use in order to promote problem-solving skills and digital literacy through computational thinking processes integrated with gamification. These skills are derived from self-directed learning coupled with hands-on practices, in which learners are able to interact and have conversation with others anywhere and anytime.
– Name: AbstractInfo
  Label: Abstractor
  Group: Ab
  Data: As Provided
– Name: DateEntry
  Label: Entry Date
  Group: Date
  Data: 2025
– Name: AN
  Label: Accession Number
  Group: ID
  Data: EJ1484990
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1484990
RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 10
        StartPage: 189
    Subjects:
      – SubjectFull: Artificial Intelligence
        Type: general
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Experiential Learning
        Type: general
      – SubjectFull: Problem Solving
        Type: general
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Thinking Skills
        Type: general
      – SubjectFull: Digital Literacy
        Type: general
      – SubjectFull: Computer System Design
        Type: general
      – SubjectFull: Thailand
        Type: general
    Titles:
      – TitleFull: Architecture of the Computational Thinking Platform with Gamified Using Artificial Intelligence Prompt Engineering
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Atthaphon Wongla
      – PersonEntity:
          Name:
            NameFull: Pinanta Chatwattana
      – PersonEntity:
          Name:
            NameFull: Pallop Piriyasurawong
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 01
              Type: published
              Y: 2025
          Identifiers:
            – Type: issn-print
              Value: 1927-5250
            – Type: issn-electronic
              Value: 1927-5269
          Numbering:
            – Type: volume
              Value: 14
            – Type: issue
              Value: 5
          Titles:
            – TitleFull: Journal of Education and Learning
              Type: main
ResultId 1