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

 

Go Najok App: Gamification for Marketing Communication to Promote Ho Chi Minh Trail Tours in Nakhon Phanom in Thailand

 

Watcharee Sangboonraung, Suriya Khamwan, Prachyanun Nilsook

 

© 2025 Suriya Khamwan, 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 3492-3502, ISSN 2217-8309, DOI: 10.18421/TEM144-55, November 2025.

 

Received: 10 January 2025.
Revised: 23 June 2025.
Accepted: 15 July 2025.
Published: 27 November 2025.

 

Abstract:

 

This research employed a mixed-method approach combining qualitative and quantitative analyses. It aims to develop and assess the effectiveness of the Go Najok App and to explore its users’ satisfaction. Research methods in education, anthropology, and tourism were applied. The data collection involved 9 IT experts and 400 stakeholders and tourists. Research instruments included the application, the effectiveness assessment form, and the satisfaction survey. Data were analyzed using mean and standard deviation. It was found that the application contains five features: local history, homestay, chic-check-share, cultural styles, and games and challenge, being downloaded both by Android and iOS. Its effectiveness and users’ satisfaction were at a high level. The broader findings highlight the potential of gamification-based mobile applications in enhancing tourism marketing communication, engaging diverse user groups, and promoting local cultural heritage. These results suggest that similar digital solutions can be applied in other regions to support sustainable tourism development and stimulate local economies.

 

Keywords – Application, gamification concept, local history, ethnic identity.

 

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