https://so13.tci-thaijo.org/index.php/jcct/issue/feed Journal of Computer and Creative Technology 2025-12-18T18:21:01+07:00 Dr.Wijittra Potisarn jcct@srru.ac.th Open 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/2534 The Development of Internet-based Multimedia Lessons Integrated with Mind Mapping Techniques on the Topic of Technology for Enhancing Creativity for Mathayomsuksa 5 2025-08-30T17:00:19+07:00 Kitti Singsri 660426027006@bru.ac.th Anon Suanpradit anon.sp@bru.ac.th Lerson Litthikhun lerson.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+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2548 Development of High-Performance Supervising Smart Silk Farm System Application Technology 2025-09-10T10:49:27+07:00 Suphattra Wayalun suphatra@srru.ac.th Suphachai Kaoechan suphachat_2518@hotmail.co.th Songsak Meesit 252hot@srru.ac.th Weeranun Viboonaut weeranunviboonaut@srru.ac.th Patiwat Arsasern patiwat.arsasen@gmail.com Rattiya Thanee daraya9009@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+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2717 The Development of Digital Volunteers to Promote Knowledge and Skills in Technology as Guideline for Model Digital Community in Surin Province 2025-09-02T16:25:09+07:00 Warit Nualnang w.nualnang@srru.ac.th Siriluk Wungchop siriluk.wu@srru.ac.th Kanyanee Samoo j2mtaeny@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+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2784 Development of a Semi-Automation Foam Grinder with Molding for Waterproof Floor Sheet from Agricultural Waste 2025-09-20T08:34:43+07:00 Laddawan Champa ladchampa@gmail.com Monreadee Opamawuthikul mopama@kru.ac.th Natthaphong Thongpan natthaphong.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+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2863 Analyzing Workforce Demands in the Game & Esports Industries for Higher Education Curriculum Development in Thailand 2025-09-26T09:39:44+07:00 Khajonsak Khanchai khajonsak.khan@gmail.com Pattaraporn Puisuwan pattaraporn@webmail.npru.ac.th Chanaphorn Panyakanphon chanaphorn.pan@bkkthon.ac.th Yonlapat Sirirat khajonsak@webmail.npru.ac.th Thakorn Pruettipuranee khajonsak@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+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2303 The Development of Learning Achievement on Using Microsoft Word through Animation Media Combined with Practice Learning of Grade 4 Students 2025-09-16T18:48:42+07:00 Bochaya Maichana bochayamaichana@gmail.com Jakkrapong Waree j_waree@yahoo.com <p class="p1">The objectives of this research were 1) to develop an animation on the use of Microsoft Word for Grade 4 students, 2) to improve students' learning outcomes through a learning process using animation media about using the Microsoft Word program combined with the practice learning approach, and 3) to study students' satisfaction with the teaching and learning process using animation about using the Microsoft Word program combined with the practice learning approach. The sample group consists of 37 Grade 4/7 students at Muang Surin School, located on Jang Wang Road, Nai Muang Subdistrict, Mueang Surin District, Surin Province. The research tools used in this study include 1) one lesson plan, 2) one piece of animation media, 3) an achievement test, and 4) a satisfaction questionnaire. The statistics employed in the research are the mean, percentage, standard deviation, and Paired Sample T-Test. The research findings can be summarized as follows: 1. The instructional media, which included animation combined with hands-on teaching, demonstrated efficiency during the learning activity (E1), with a mean score of 36.34, equivalent to 91.62%. The effectiveness of the post-learning test results (E<sub>2</sub>) had a mean score of 16.67, representing 83.38%. It was found that both values exceeded the specified criterion of 80/80. 2. The average scores from the learning management system using animation combined with practice-based teaching showed that students had a mean score of 8.51 before the lesson and a mean score of 16.67 after the lesson. The test of differences in means indicates that post-learning achievement is significantly higher than pre-learning achievement at the .05 level of statistical significance. 3. The satisfaction of Grade 4 students who learned using animation combined with practice-based teaching was found to be at the highest level, with an average score of 4.67 and a standard deviation of 0.46.</p> 2025-12-28T00:00:00+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2857 The Development of English Online Course for Local Learning for Self-Study Learners from Natural Learning Resources Cultures and Local Wisdoms in Chaiyaphum 2025-09-26T09:06:30+07:00 Chalermwut Uthaikun chalerm_wut@hotmail.com Lanaprai Khawthai lanaprai.kw@cpru.ac.th Sarawut Torphan sarawut13257@gmail.com Penphaka Panjana ppen0909@snru.ac.th Anon Suanpradit anon.sp@bru.ac.th <p>This research aimed 1) to investigate the needs for developing English learning materials based on the local context of Chaiyaphum Province for secondary school students, 2) to develop the English Online Course for Local Learning designed for self-directed learners utilizing natural, cultural, and local wisdom resources in Chaiyaphum, and 3) to study the effects of using the English Online Course for Local Learning. The study was conducted in two phases. In Phase 1, the sample consisted of 96 secondary school teachers selected through multi-stage random sampling. A questionnaire was used, and the data were analyzed using mean and standard deviation. In Phase 2, the sample included 100 secondary school students in the second semester of the 2024 academic year, also selected through multi-stage random sampling. The research instruments were an English Proficiency Test and the English Online Course for Local Learning, while the data were analyzed using the Paired-Samples T-Test. The findings revealed that: 1) the needs for developing the English Online Course for Local Learning were at the highest level (<img id="output" src="https://latex.codecogs.com/svg.image?\bar{x}" alt="equation" />= 4.61, S.D. = 0.49); 2) the developed English Online Course for Local Learning was highly effective for self-directed English learning (<img id="output" src="https://latex.codecogs.com/svg.image?\bar{x}" alt="equation" />= 4.67, S.D. = 0.57); and 3) students’ English proficiency between pre-test and post-test scores had the statistical significant difference at 0.01 level.</p> 2025-12-29T00:00:00+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2976 Predicting Academic Amotivation from ChatGPT Use Among a Cohort of Kuwaiti Undergraduates 2025-11-23T18:51:03+07:00 Haidar F. M. Alameir hf.alameir@paaet.edu.kw <p><!--StartFragment--></p> <p class="MsoNormal" style="text-align: justify;">Based on Self-Determination Theory (SDT), this study was designed to test whether ChatGPT use predicts academic amotivation, and to examine age and gender differences in these variables using a sample of Kuwaiti undergraduates. A cross-sectional online survey was conducted with 222 students at the Public Authority for Applied Education and Training. Data were analyzed using non-parametric tests and linear regression. Findings indicated that while females reported slightly higher, though non-statistically significant ChatGPT use, males showed significantly greater academic amotivation (U = 3585.50, p = 0.016). Regression analysis revealed that ChatGPT use was a small but significant predictor of academic amotivation (β = 0.202, p = 0.003), explaining 4.1% of the variance. The results suggest that while AI tools can offer support, increased reliance may correlate with diminished academic engagement. This study underscores the need for educational strategies that promote a balanced and critical integration of AI to support rather than undermine student motivation.</p> <p><!--EndFragment--></p> 2025-12-29T00:00:00+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/3048 The Development of a 3D Game Titled Treasure Hunt on a Floating Island 2025-11-15T10:41:00+07:00 Krisada Nualnang krisada.n@srru.ac.th Supawan Songsri 64122420102@srru.ac.th Porama Chakintra 64122420106@srru.ac.th <p>This research aimed 1. to develop a three-dimensional game titled “Treasure Hunt on the Floating Island”, adapted from the game design concepts of Only Up! and Subway Surfers, and grounded in the Mechanics–Dynamics–Aesthetics (MDA) framework as a guideline for system development using Unreal Engine 5; and 2. to evaluate the satisfaction levels of users who participated in testing the developed game. The sample consisted of 60 first- to third-year students from the Faculty of Science and Technology, Surindra Rajabhat University, in the 2024 academic year. The participants included 30 Computer Science students and 30 Computer Technology students, selected through purposive sampling. Each participant played the game for 30 minutes and completed a satisfaction questionnaire. Data analysis employed statistical tests to examine the mean differences between the two groups in order to assess user satisfaction levels. The results indicated a p-value of 0.95, which is higher than the predetermined significance level, suggesting that there was no statistically significant difference in satisfaction between the two groups. This reflects the effectiveness of the developed game in providing a consistent playing experience across all participants. The findings highlight that applying the MDA framework in conjunction with modern game development technologies can effectively enhance player experience and is suitable for adoption in other game development contexts.</p> 2025-12-30T00:00:00+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/3035 Gamified Web App for Community Exhibition Engagement: A Case Study of Ban Sawai Soh, Buriram 2025-11-20T04:38:56+07:00 Warinpiphat Watcharapongkasem warinpiphat.wp@bru.ac.th Kamonrat Somjai kamonrat.sj@bru.ac.th Ekapon Sangsri ekapon.sr@bru.ac.th Sirorat Saypunya sirorat.kw@bru.ac.th <p>This research aimed to: 1. design and develop a gamified web application to enhance engagement in community exhibitions at Ban Sawai Soh, Buriram Province; 2. evaluate the application’s efficiency through expert assessment; and 3. examine user satisfaction. The sample consisted of five experts selected through purposive sampling and 303 exhibition visitors selected using proportional random sampling based on Yamane’s formula at a 0.05 level of precision. The research instruments included a gamified web application employing Points, Badges, and Leaderboards (PBL) mechanics, an efficiency evaluation form, and a user satisfaction questionnaire. The results indicated that the gamified web application achieved the highest level of efficiency (<img id="output" src="https://latex.codecogs.com/svg.image?\bar{x}" alt="equation" /> = 4.53, S.D. = 0.66), while user satisfaction was also rated at the highest level (<img id="output" src="https://latex.codecogs.com/svg.image?\bar{x}" alt="equation" /> = 4.51, S.D. = 0.64). These findings demonstrate that the gamified web application effectively enhances user engagement in community exhibitions and can serve as a digital innovation to support community-based tourism.</p> 2025-12-30T00:00:00+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2970 Enhancing Area-Based Education in Science, Mathematics, and Technology in Surin Province through the Development of Teachers as Learning Facilitators 2025-11-06T07:20:53+07:00 Pradidchaya Soijit pradidchaya.so@srru.ac.th Piyarat Meekaew piyarat.srru@gmail.com Kanokwan Yantaboot kanokwan.ya@srru.ac.th Lumpoon Laorach lumpoon.oo@srru.ac.th Watjanarat Kuandee watjanarat.k@srru.ac.th Napaporn Khaengkhun napapornkhaengkhun@gmail.com <p>This study aimed to: 1. investigate the professional development needs of school administrators, educational supervisors, and teachers in Surin Province; 2. examine the effects of developing competencies in Facilitator-based learning design management among teachers and educational personnel in Surin Province; 3. explore participants’ satisfaction with the Facilitator-based learning design management program; and 4. identify effective approaches to enhancing professional quality and standards. The population consisted of 150 educational personnel from 70 schools in Surin Province. Using simple random sampling, a sample of 69 participants was selected. The research instruments included a teacher development plan based on four modules of the Institute for the Promotion of Teaching Science and Technology (IPST) curriculum, a professional development needs questionnaire, a competency assessment, a satisfaction questionnaire, and a semi-structured interview. Data were analyzed using mean, standard deviation, and a dependent sample T-test. The findings revealed that: 1. participants’ professional development needs were at the highest level, particularly in digital skills and the use of artificial intelligence (AI) for educational purposes, followed by academic leadership and emotional intelligence and psychological resilience; 2. teachers who participated in the Facilitator-based learning design management program demonstrated significantly higher competencies after the intervention at the .05 level; 3. overall satisfaction with the program was high across the dimensions of instructors, content, and implementation processes; and 4. key approaches to enhancing the professional quality and standards of teachers in Surin Province include continuous professional development through Professional Learning Communities (PLC), the establishment of a mentoring system to empower exemplary teachers, the integration of technology and AI to support supervision and reflective practices, and the development of a sustainable monitoring system at the school-network level. These approaches are essential for teacher development in the digital era.</p> 2025-12-30T00:00:00+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2975 Development of a Digital Traceability System for RD43 Rice Porridge Products Using QR Code Technology 2025-12-18T18:21:01+07:00 Laddawan Champa ladchampa@gmail.com Ekachai Sirilearthpanna ekkachai@kru.ac.th Pinthida Na Thaisong phinthida@kru.ac.th <p class="a">This article aimed to design and implement a digital traceability system prototype for the RD43 rice porridge product and to evaluate the system’s performance and user satisfaction. The implementation used Quick Response Code technology, the Google Sheets Script Application Programming Interface, and Google Firebase Hosting. A research and development approach was employed, encompassing requirements analysis, system design, development, and evaluation. The system is designed to support end-to-end traceability throughout the agri-food supply chain through a centralized and secure digital database accessible via a unique Quick Response Code. System quality was evaluated by technology experts and rated at a very high level, while users, including farmers, processors, and consumers, reported high satisfaction, particularly with system usability and information availability. The findings demonstrate that a Quick Response Code based digital traceability architecture can enhance data transparency, data integrity, and consumer trust, and show potential for practical application in community based Agri-food products.</p> 2025-12-31T00:00:00+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology https://so13.tci-thaijo.org/index.php/jcct/article/view/2933 Development of an Online Classroom Booking System using Google Workspace for the Faculty of Fine and Applied Arts, Khon Kaen University 2025-12-14T12:11:05+07:00 Yongyuth Mungmai myongy@kku.ac.th <p>This research and development aimed to: 1. develop an online classroom booking system for the Faculty of Fine and Applied Arts, Khon Kaen University; 2. evaluate the system's performance by experts in terms of design, usability, and appropriateness; and 3. To investigate user satisfaction with the developed online classroom booking system The development tools included Google Workspace, Apps Script for programming, and Google Sheets for data storage. The sample, selected through purposive and convenience sampling, comprised five information technology experts and 80 users (Staff and Students) who trialed the system. Research instruments were the developed system, an expert performance evaluation form, and a user satisfaction questionnaire. Data were analyzed using descriptive statistics, namely mean and standard deviation. The research findings revealed that: 1. The developed online classroom booking system, utilizing Google Sites, Google Forms, Google Sheets, Google Calendar, and Google Apps Script, successfully created an automated workflow that prevents double bookings, provides real-time status checks, and sends instant email notifications. 2. The expert evaluation of the system’s performance was at the highest level (<img id="output" src="https://latex.codecogs.com/svg.image?\bar{x}" alt="equation" /> = 4.70, S.D. = 0.36). 3) User satisfaction with the system was also at the highest level (<img id="output" src="https://latex.codecogs.com/svg.image?\bar{x}" alt="equation" /> = 4.65, S.D. = 0.46), with the highest satisfaction in the “Benefits and Efficiency” aspect (<img id="output" src="https://latex.codecogs.com/svg.image?\bar{x}" alt="equation" /> = 4.72, S.D. = 0.40). The results indicate that leveraging a familiar and cost-effective platform like Google Workspace is a highly effective approach for digital transformation in educational institutions.</p> 2025-12-31T00:00:00+07:00 Copyright (c) 2025 Journal of Computer and Creative Technology