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Record W4410327495 · doi:10.5539/jel.v14n5p189

Architecture of the Computational Thinking Platform with Gamified Using Artificial Intelligence Prompt Engineering

2025· article· en· W4410327495 on OpenAlexvenueno aff
Atthaphon Wongla, Pinanta Chatwattana, Pallop Piriyasurawong

Bibliographic record

VenueJournal of Education and Learning · 2025
Typearticle
Languageen
FieldComputer Science
TopicArtificial Intelligence in Education
Canadian institutionsnot available
Fundersnot available
KeywordsArchitectureComputational thinkingMathematics educationComputer sciencePsychologyArtificial intelligenceVisual arts

Abstract

fetched live from OpenAlex

The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process and gamification, which results in a new teaching method using Thailand’s popular prompt engineering “AIThaiGen”. The main target of this development is to create the learning tool that not only aligns with the Ministry of Education’s Basic Education Core Curriculum but can also promote students’ problem-solving skills and computational thinking skills, which can encourage them to produce new inventions or innovations that are beneficial to humans’ life in terms of computer science and technologies. Not only that, the learning tool initiated in this study is expected to help students solve problems in real-life and meanwhile promote their digital literacy so that they will be well equipped with bodies of knowledge and skills related to the utilization of digital media. The main objectives of this study are to promote problem-solving skills and digital literacy through the CT platform with gamified and explore the perspectives on its design in order to find out to what extent the architecture of the CT platform with gamified can improve users’ problem-solving skills and digital literacy. The research findings support this study and correspond to research hypothesis. It is found that the architecture of the CT platform with gamified comprises the process and structure that can be put in practical use in order to promote problem-solving skills and digital literacy through computational thinking processes integrated with gamification. These skills are derived from self-directed learning coupled with hands-on practices, in which learners are able to interact and have conversation with others anywhere and anytime.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Simulation or modeling · Consensus signal: none
GenreCandidate signal: Methods · Consensus signal: Methods
Teacher disagreement score0.011
Threshold uncertainty score0.037

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0010.001
Science and technology studies0.0010.001
Scholarly communication0.0030.002
Open science0.0010.003
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0110.002

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.024
GPT teacher head0.299
Teacher spread0.275 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designSimulation or modeling
Domainnot available
GenreMethods

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2025
Admission routes1
Has abstractyes

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