Vol.15, No.3, August 2026.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science

 

Imagineering Gamification Model on an Intelligent Learning Experience Management Platform

 

Phimphan Thipphayasaeng, Sant Phanichsiti, Panita Wannapiroon, Prachyanun Nilsook, Nipone Sookpreedee

 

© 2026 Sant Phanichsiti, 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 15, Issue 3, Pages 2555-2567, ISSN 2217-8309, DOI: 10.18421/TEM153-45, August 2026.

 

Received: 21 July 2025.
Revised: 09 February 2026.
Accepted: 27 February 2026.
Published: 27 August 2026.

 

Abstract:

 

The objectives of this research include: 1) To develop the Imagineering Gamification Model on an Intelligent Learning Experience Management Platform for enhancing innovation problem solving abilities, 2) To develop the Intelligent Learning Experience Management Platform, and 3) To evaluate the innovation problem solving abilities of undergraduate students who learned through the proposed model and platform. The study was implemented with bachelor’s degree students from computer-related departments selected using a simple random sampling method. The results of the research showed that the Imagineering Gamification Model on an Intelligent Learning Experience Management Platform for enhancing innovation problem solving abilities was evaluated by experts in terms of appropriateness at the highest level; the Intelligent Learning Experience Management Platform was evaluated by experts in terms of appropriateness at the highest level; and the innovation problem solving abilities of undergraduate students who learned from the proposed model and platform improved after participating in learning activities.

 

Keywords – Imagineering, gamification, learning experience platform, intelligent platform, innovation problem solving.

 

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