Architecture of the Computational Thinking Platform with Gamified Using Artificial Intelligence Prompt Engineering
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| 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 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1484990 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| 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 |
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