ERIC Number: EJ1484990
Record Type: Journal
Publication Date: 2025
Pages: 10
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-1927-5250
EISSN: EISSN-1927-5269
Available Date: 0000-00-00
Architecture of the Computational Thinking Platform with Gamified Using Artificial Intelligence Prompt Engineering
Atthaphon Wongla; Pinanta Chatwattana; Pallop Piriyasurawong
Journal of Education and Learning, v14 n5 p189-198 2025
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.
Descriptors: Artificial Intelligence, Gamification, Experiential Learning, Problem Solving, Foreign Countries, Thinking Skills, Digital Literacy, Computer System Design
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Publication Type: Journal Articles; Reports - Research
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Thailand
Grant or Contract Numbers: N/A
Author Affiliations: N/A

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