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Vol.14, No.4, November 2025. ISSN: 2217-8309 eISSN: 2217-8333
TEM Journal
TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS Association for Information Communication Technology Education and Science |
Study of Perspectives towards the Development of the Gamified Computational Thinking Platform with AI Prompt Engineering
Atthaphon Wongla, Pinanta Chatwattana, Pallop Piriyasurawong
© 2025 Atthaphon Wongla, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)
Citation Information: TEM Journal. Volume 14, Issue 4, Pages 3206-3216, ISSN 2217-8309, DOI: 10.18421/TEM144-29, November 2025.
Received: 23 February 2025.
Abstract:
The gamified computational thinking platform with AI prompt engineering was fabricated with the concepts of online learning technology and artificial intelligence technology, combined with the theories of systems approach. The said platform is also intended for use as a supporting tool for self-learning by doing, in which learners are able to interact and have conversation with others promptly through their mobile phones anywhere all the time. In addition, the learning process within this platform is systematically synthesised with the integration of computational thinking concepts and gamification mechanisms, which is said to improve problem-solving skills and digital literacy. The main objective of this study is to see the learning outcomes of learners after getting the enhancement of problem-solving skills and digital literacy after learning with the gamified computational thinking platform with AI prompt engineering. According to the results above, it can be clearly seen that the computational thinking platform with gamification using prompt engineering is composed of all required components and learning processes and it can be applied to promote learners' problem-solving skills, which are considered very necessary for the 21st century learners since these skills can enhance education quality and can support the learning styles in today’s digital age.
Keywords – Computational thinking, gamification, prompt engineering, problem-solving skills, digital literacy. |
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