PROMOTING COMPUTATIONAL THINKING THROUGH THE USE OF LEARNING ACTIVITY PACKAGES INTEGRATED WITH EDUCATIONAL BOARD GAMES FOR PRIMARY LEVEL I STUDENTS IN SMALL-SIZED SCHOOLS UNDER THE PHICHIT PRIMARY EDUCATIONAL SERVICE AREA OFFICE 2

Authors

  • พีรพล ดีเต่า -
  • Wudhijaya Philuek Program of Computer Education, The Faculty of Education, Nakhon Sawan Rajabhat University

DOI:

https://doi.org/10.65205/ajgs.2026.e3097

Keywords:

Computational Thinking, Learning Activity Package, Educational Board Games, Primary Level I Students

Abstract

        The objectives of this research were: 1) to investigate the state and problems of computational thinking to guide the development of learning activity packages integrated with board games for lower primary students, 2) to develop the learning activity packages integrated with board games, and 3) to study the effects of using these packages on promoting computational thinking. The samples consisted of 59 computing science teachers selected by simple random sampling, and 84 Grade 1–3 students from small-sized schools under Phichit Primary Educational Service Area Office 2, selected by cluster sampling. Research instruments included a needs assessment questionnaire, the developed learning activity packages, and a computational thinking self-assessment form. Data were analyzed using percentage, mean, standard deviation, and Repeated Measures ANOVA.

        The findings revealed that: 1) Teachers expressed a high level of need for the board game-integrated activity packages, particularly for fostering creativity and programming skills. 2) The developed packages, comprising 5 lesson plans and 5 board games, were evaluated as having very high quality (  = 4.64, S.D. = 0.48). 3) Students demonstrated statistically significant improvements in computational thinking at the .05 level across all intervals (pre-test, during, and post-test), with post-test scores being higher than both pre-test and intermediate scores.

References

กระทรวงศึกษาธิการ. (2552). หลักสูตรแกนกลางการศึกษาขั้นพื้นฐาน พุทธศักราช 2551 (ฉบับปรับปรุง พ.ศ. 2560). กรุงเทพฯ : โรงพิมพ์ชุมนุมสหกรณ์การเกษตรแห่งประเทศไทย.

ณัชชา เจริญชนะกิจ และโสมฉาย บุญญานันต์. (2565). แนวทางการออกแบบบอร์ดเกมเพื่อส่งเสริมความสามารถในการออกแบบการเรียนรู้สะตีมศึกษาที่มีประสิทธิภาพ และเครื่องมือวางแผนการออกแบบบอร์ดเกมการศึกษา. วารสารการศึกษาศาสตร์ จุฬาลงกรณ์มหาวิทยาลัย, 50(4), 1-14.

Akcaoglu, M., & Green, L. S. (2018). Teaching systems thinking through game design. Educational Technology & Society, 21(4), 150-161.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE.

Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.

Tsarava, K., Moeller, K., Butz, M. V., Pinkwart, N., Trautwein, U., & Ninaus, M. (2017). Training computational thinking through board games: The case of crabs & turtles. International Journal of Serious Games, 5(2), 25-44.

Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-36.

Wing, J. M. (2017). Computational thinking's influence on research and education for all. Italian Journal of Educational Technology, 25(2), 7-14.

Downloads

Published

2026-08-14

How to Cite

ดีเต่า พ., & Philuek, W. (2026). PROMOTING COMPUTATIONAL THINKING THROUGH THE USE OF LEARNING ACTIVITY PACKAGES INTEGRATED WITH EDUCATIONAL BOARD GAMES FOR PRIMARY LEVEL I STUDENTS IN SMALL-SIZED SCHOOLS UNDER THE PHICHIT PRIMARY EDUCATIONAL SERVICE AREA OFFICE 2. Academic Journal of Graduate School, 4(2), e3097. https://doi.org/10.65205/ajgs.2026.e3097

Issue

Section

Research Articles

Categories