Development Model of Digital Game-based Learning to Enhance Computational Problem-Solving Skill for Engineering Materials Subject

This study aimed to (1) develop a digital gamebased learning model to enhance computational problemsolving skills in the Engineering Materials subject, and (2) examine the effects of implementing the model on students’ problem-solving performance. The sample comprised 41 first-year undergraduate students enrolled in the Bachelor of Education program in Electrical Engineering at King Mongkut’s University of Technology North Bangkok. The research tools consisted of (1) educational game applications, (2) computational skill tests, and (3) a satisfaction questionnaire. The results showed: (1) the model achieved an E1/E2 efficiency of 87/85, meeting the expected benchmark, (2) students’ post-intervention scores in computational problem-solving were significantly higher than their pre-intervention scores ($\mathbf{p} \lt 0.05$), and (3) students expressed high satisfaction with the model, with an overall mean score of $4.28(\mathrm{SD}=0.65)$.

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Published
2025-07-30
DOI
https://doi.org/10.1109/istem-ed65612.2025.11129413
Primary Topic
Technology-Enhanced Education Studies
Type
article
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article

Development Model of Digital Game-based Learning to Enhance Computational Problem-Solving Skill for Engineering Materials Subject

Kitti Surpare, Kanyawit Klinbumrung
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Technology-Enhanced Education Studies
article

Development Model of Digital Game-based Learning to Enhance Computational Problem-Solving Skill for Engineering Materials Subject

Kitti Surpare, Kanyawit Klinbumrung
article en

Abstract

This study aimed to (1) develop a digital gamebased learning model to enhance computational problemsolving skills in the Engineering Materials subject, and (2) examine the effects of implementing the model on students’ problem-solving performance. The sample comprised 41 first-year undergraduate students enrolled in the Bachelor of Education program in Electrical Engineering at King Mongkut’s University of Technology North Bangkok. The research tools consisted of (1) educational game applications, (2) computational skill tests, and (3) a satisfaction questionnaire. The results showed: (1) the model achieved an E1/E2 efficiency of 87/85, meeting the expected benchmark, (2) students’ post-intervention scores in computational problem-solving were significantly higher than their pre-intervention scores ($\mathbf{p} \lt 0.05$), and (3) students expressed high satisfaction with the model, with an overall mean score of $4.28(\mathrm{SD}=0.65)$.

King Mongkut's University of Technology North Bangkok (TH)
Openalex Percentile: Top 75%
Technology-Enhanced Education Studies
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Development Model of Digital Game-based Learning to Enhance Computational Problem-Solving Skill for Engineering Materials Subject — Kitti Surpare, Kanyawit Klinbumrung · (2025) | TGRS Research Map | TGRS