https://so13.tci-thaijo.org/index.php/jcct/issue/feedJournal of Computer and Creative Technology2025-09-26T09:39:44+07:00Dr.Wijittra Potisarnjcct@srru.ac.thOpen Journal Systems<p><strong>Journal of Computer and Creative Technology<br />วารสารคอมพิวเตอร์และเทคโนโลยีสร้างสรรค์ <br /></strong>ISSN 2985-1580 (Print)<br />ISSN 2985-1599 (Online)</p> <p><strong>Journal Review Timeline:<img src="https://so13.tci-thaijo.org/public/site/images/jcct/666.png" alt="" width="800" height="160" /></strong></p> <p><strong>Journal Objectives:</strong> <br />The objectives are to promote and support the teachers, scholars, students, and interested personnel to have the opportunity to publish academic works.</p> <p><strong>Journal Scopes:<br /></strong>🟠 Application of computers and technology for research, development, and creation.<br />🟠 Education and integration of computers and technology into lifelong learning.<br />🟠 Interdisciplinary computers and technology for local and social development.<br />(<a href="https://so13.tci-thaijo.org/index.php/jcct/about/submissions">More detail</a>)<br /><br /><strong>Article Publication Schedules:<br /></strong>The article publication schedules three issues per Year/ Month: Issue 1— January to April | Issue 2— May to August | Issue 3—September to December.</p> <p>The journal publishes 11 - 15 articles per issue and it will start from 2025 onwards. </p> <p><strong>Article Types:<br /></strong>The article types are divided into 2 types research articles and academic articles.</p> <p><strong>Article Publication:</strong><br />The article publication of Thai and English articles.</p> <p><strong>Publication Terms:<br /></strong>1. The publication terms will be considered by the journal editors regarding the article scope, and article writing style to pass the preliminary review and will be sent for the evaluation of the article quality by a panel of 3 qualified peer reviewers on expertise in related fields from various institutions, and must pass the consideration criteria of 2 qualified peer reviewers. The evaluation format is an anonymous expert evaluation and the author(s) is an unknown expert (Double-Blind Peer Reviews)<strong>. <br /></strong>2. The editors reserve the right not to consider articles that have been published in other journals or publications or are under consideration for publication in other journals or publications. In addition, the journal requests that the author(s) strictly adhere to Attribution-NonCommercial-NoDerivatives 4.0 International: CC BY-NC-ND 4.0. If using other authors' information, the source must be stated, not modified, or not used for commercial purposes, permission from the copyright owner must be sought, and a letter of permission must be presented to the editorial team before the article is published.</p> <p><strong>The article processing charges (APCs) are as follows:</strong><br />- Research articles/academic articles in Thai: 3,500 THB per article. (Approximately USD 110 is required)<br />- Research articles/academic articles in English: 4,500 THB per article. (Approximately USD 140 is required)<br />(<a href="https://so13.tci-thaijo.org/index.php/jcct/apcs">More detail</a>)</p>https://so13.tci-thaijo.org/index.php/jcct/article/view/2534The Development of Internet-based Multimedia Lessons Integrated with Mind Mapping Techniques on the Topic of Technology for Enhancing Creativity for Mathayomsuksa 52025-08-30T17:00:19+07:00Kitti Singsri660426027006@bru.ac.thAnon Suanpraditanon.sp@bru.ac.thLerson Litthikhunlerson.lk@bru.ac.th<p>This research aims to: 1) develop an Internet-based multimedia lesson on technology combined with mind mapping techniques to promote creativity for Mathayomsuksa 5 students with an efficiency standard of 80/80; 2) compare students' creative thinking skills before and after learning through the multimedia lesson; and 3) examine students' satisfaction with the multimedia lesson on basic video editing for Mathayomsuksa 5 at PhraKhru Phitthayakhom School. The research sample consisted of 30 Mathayomsuksa 5 students from PhraKhru Phitthayakhom School, Mueang District, Buriram Province, selected through cluster random sampling by drawing lots, with the classroom as the sampling unit. The research instruments included: 1) an Internet-based multimedia lesson, 2) a lesson plan for the presentation software course on basic video editing, 3) a creative thinking skills test, and 4) a student satisfaction questionnaire. Data were analyzed using mean, standard deviation, E1/E2 efficiency index, and hypothesis testing (t-test). The research findings revealed that the efficiency of the Internet-based multimedia lesson on basic video editing for Mathayomsuksa 5 (Grade 11) students in the presentation software course achieved E1 = 82.78 and E2 = 83.00, indicating an overall efficiency of 82.78/83.00. The comparison of students' creative thinking scores before and after learning through Guilford’s concept-based instructional activities showed that the pre-learning mean score was 23.20, while the post-learning mean score was 49.83. This indicates that the post-learning scores were significantly higher than the pre-learning scores. The t-test dependent results confirmed that students' creative thinking skills improved significantly at the .05 level. Additionally, the overall student satisfaction with the multimedia lesson on basic video editing for Grade 11 students was rated at the highest level.</p>2025-09-11T00:00:00+07:00Copyright (c) 2025 Journal of Computer and Creative Technologyhttps://so13.tci-thaijo.org/index.php/jcct/article/view/2548Development of High-Performance Supervising Smart Silk Farm System Application Technology2025-09-10T10:49:27+07:00Suphattra Wayalunsuphatra@srru.ac.thSuphachai Kaoechansuphachat_2518@hotmail.co.thSongsak Meesit252hot@srru.ac.thWeeranun Viboonautweeranunviboonaut@srru.ac.thPatiwat Arsasernpatiwat.arsasen@gmail.comRattiya Thaneedaraya9009@srru.ac.th<p>This study aimed to develop and evaluate a smart silkworm farm application specifically designed for elderly farmers and to transfer the technology to the silkworm farming community in Ta Bao Sub-district, Prasat District, Surin Province. The research employed Mixed Methods Research combined with the Agile-Scrum development framework. The sample consisted of 30 female farmers, aged 65-70 years, with 5-15 years of experience in silkworm rearing. Results showed that the developed application significantly increased silkworm survival rates from 72% to 96% and improved average yield from 10.2 kg to 18.5 kg (+44.5%). The average rearing period decreased from 26 days to 19.1 days, while the average income per generation increased by 105.6% from 15,300 to 31,450 baht. The most popular features were feeding alerts and cleaning notifications. Initial challenges with small fonts and dialect recognition were successfully addressed in version 2. Technology transfer created a sustainable “learning community” where farmers supported each other through peer-to-peer learning.</p>2025-10-01T00:00:00+07:00Copyright (c) 2025 Journal of Computer and Creative Technologyhttps://so13.tci-thaijo.org/index.php/jcct/article/view/2717The Development of Digital Volunteers to Promote Knowledge and Skills in Technology as Guideline for Model Digital Community in Surin Province2025-09-02T16:25:09+07:00Warit Nualnangw.nualnang@srru.ac.thSiriluk Wungchopsiriluk.wu@srru.ac.thKanyanee Samooj2mtaeny@srru.ac.th<p>This study aimed to develop digital volunteers with the competencies, knowledge, and skills necessary for effectively transferring digital technology knowledge to the community, to compare digital technology learning outcomes of digital volunteers before and after the training, and to evaluate the satisfaction with the implementation of the digital volunteer development program in promoting digital knowledge and skills, as guideline for model digital communities in Surin Province. The study targeted 150 digital volunteers from Ban Mueang Ling, Ban Charaphat, Ban Nong Saeng, Ban Nong Khu, Ban Prathun, and Huayjingwittaya School in Surin Province, selected through purposive sampling. The research instruments included 1) digital volunteer learning activities, 2) pre-training and post-training technology learning tests, and 3) satisfaction questionnaires. Data was analyzed using descriptive statistics: percentages, means, standard deviations, and a dependent t-test for comparative analysis. Results showed that the technology learning activities were of high quality overall (M = 4.54, S.D. = 0.54). Moreover, the participants’ mean scores increased from 8.71 pre-training to 19.69 post-training, with a statistically significant improvement at the .05 level. Overall satisfaction with the program was at the highest level (M = 4.88, S.D. = 0.31). These findings indicate that the training effectively enhanced the knowledge and skills of digital volunteers and that the program was highly appreciated by participants, supporting the development of model digital communities in Surin Province.</p>2025-10-06T00:00:00+07:00Copyright (c) 2025 Journal of Computer and Creative Technologyhttps://so13.tci-thaijo.org/index.php/jcct/article/view/2784Development of a Semi-Automation Foam Grinder with Molding for Waterproof Floor Sheet from Agricultural Waste2025-09-20T08:34:43+07:00Laddawan Champaladchampa@gmail.comMonreadee Opamawuthikulmopama@kru.ac.thNatthaphong Thongpannatthaphong.t@kru.ac.th<p class="a">This research aimed to 1) design and develop a semi-automation foam grinding machine integrated with molding for waterproof floor sheets from agricultural waste, and 2) test the mechanical properties of the produced tiles. The study was conducted in the form of developmental research, focusing on repurposing household foam waste, such as food containers, through engineering processes that support the principles of a circular economy. The results revealed that the developed prototype consisted of a foam grinding unit, a mixing chamber, and a molding system, all operated semi-automatically via an LCD control panel. The machine was compact, user-friendly, and suitable for household or community use. The produced floor tiles demonstrated favorable mechanical properties. They exhibited a low water absorption rate of 2.35%, a high compressive strength of 178.6 kilonewtons per square meter (kN/m²), and a Shore D surface hardness of 72, indicating their suitability for outdoor use in areas such as gardens, walkways, and community spaces. Furthermore, the production cost per unit was low, with a projected payback period of approximately one year under continuous production. The findings suggest that recycling waste materials can be transformed into high-quality, functional products that contribute to sustainable waste management. Further enhancement of the prototype to reach higher technology readiness levels, along with technology transfer to community occupational groups, is encouraged to foster local income generation and long-term sustainability.</p>2025-10-31T00:00:00+07:00Copyright (c) 2025 Journal of Computer and Creative Technologyhttps://so13.tci-thaijo.org/index.php/jcct/article/view/2863Analyzing Workforce Demands in the Game & Esports Industries for Higher Education Curriculum Development in Thailand2025-09-26T09:39:44+07:00Khajonsak Khanchaikhajonsak.khan@gmail.comPattaraporn Puisuwanpattaraporn@webmail.npru.ac.thChanaphorn Panyakanphonchanaphorn.pan@bkkthon.ac.thYonlapat Siriratkhajonsak@webmail.npru.ac.thThakorn Pruettipuraneekhajonsak@webmail.npru.ac.th<p class="a">This study aimed to 1) analyze workforce demands and core competencies in Thailand’s game and esports industry; 2) assess the alignment of Thai Higher Education curricula with industry needs; and 3) propose actionable curriculum recommendations. We combined a systematic review with curriculum analysis of current program documents, policy texts, and competency standards; extracted and triangulated data using structured forms and a codebook; and binary-coded 12 target skills to compute curriculum and skill coverage indices (SCI_course, SCI_skill) and gap indices (Gap_course, Gap_skill), interpreted as high, moderate, or low. Findings indicated that: 1) industry prioritizes analytical thinking, followed by data analysis; teamwork, communication, and creativity are in moderate demand, with salient gaps in game design, development, project management, streaming/broadcasting, game marketing, and leadership; 2) Thai higher-education curricula show broad coverage but lack practice-oriented depth in game production and design; and 3) recommended actions include studio-based sequencing with critique, embedding target competencies in core courses, expanded fieldwork, mandatory internships, faculty–industry co-advising, and annual industry-partnered review to close skills gaps and strengthen graduate readiness.</p>2025-11-23T00:00:00+07:00Copyright (c) 2025 Journal of Computer and Creative Technology