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

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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
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