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Tippawan Meepung – International Education Studies, 2024
This study explores the application of the Project-Based Learning with Gamification Model (PBLGM) through Visual Programming Language (VPL) to enhance digital competencies and problem-solving skills in learners. The PBLGM model integrates project-based learning and gamification techniques using Kodu Game Lab, aiming to develop essential…
Descriptors: Student Projects, Active Learning, Gamification, Foreign Countries
Katchapakirin, Kantinee; Anutariya, Chutiporn; Supnithi, Thepchai – Education and Information Technologies, 2022
Computational Thinking (CT) has been formally incorporated into the National Curriculum of Thailand since 2017, where Scratch, a block-based visual programming language, has been widely adopted as CT learning environment for primary-level students. However, conducting hands-on coding activities in a classroom has caused substantial challenges…
Descriptors: Computation, Thinking Skills, Programming Languages, Foreign Countries
Tep, Puthyrom; Chuathong, Saranya; Sombunsukho, Suwanna – International Journal of Psychology and Educational Studies, 2022
In higher education, a limited number of studies have been conducted on the relationship between lifestyle and creativity and dating back to more than 50 years ago. This study investigates the up-to-date results of the relationship between university students' lifestyles and their creative ideation. The data was collected two times in order to…
Descriptors: Life Style, Creativity, Undergraduate Students, Correlation

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