ECT Education and Communication Technology Journal https://so01.tci-thaijo.org/index.php/ectstou <p><strong>วารสาร อีซีที เทคโนโลยีและสื่อสารการศึกษา (ECT Education and Communication Technology Journal) </strong>เป็นวารสารที่รับรองการตีพิมพ์เผยแพร่ผลงานที่เป็นบทความวิจัย (research article) บทความวิชาการ (academic article) เผยแพร่ข่าวสารเกี่ยวกับกิจกรรม ข่าวสาร นวัตกรรมและเทคโนโลยีที่เกี่ยวข้องกับการศึกษา ให้เป็นไปตามมาตรฐานการประกันคุณภาพ โดยกำหนดออกวารสาร ปีละ 2 ฉบับ ฉบับที่ 1 เดือนมกราคม-มิถุนายน และ ฉบับที่ 2 เดือนกรกฎาคม - ธันวาคม</p> <p><strong>ติดต่อสอบถามเพิ่มเติมได้ที่อีเมล</strong><br />kemmanat.min@hotmail.com<br />รองศาสตราจารย์ ดร.เขมณัฏฐ์ มิ่งศิริธรรม<br />supanita.sud@stou.ac.th<br />ผู้ช่วยศาสตราจารย์ ดร.ศุภนิตา สุดสวาสดิ์</p> en-US <p>1. ทรรศนะและข้อคิดเห็นใด ๆ ที่ปรากฏอยู่ในวารสาร ECT Education and Communication Technology Journal เป็นของผู้เขียนโดยเฉพาะ สำนักเทคโนโลยีการศึกษา มหาวิทยาลัยสุโขทัยธรรมาธิราช และกองบรรณาธิการไม่จำเป็นต้องเห็นพ้องด้วย<br />2. กองบรรณาธิการของสงวนลิขสิทธิ์ในการบรรณาธิการข้อเขียนทุกชิ้น เพื่อความเหมาะสมในการจัดพิมพ์เผยแพร่</p> etcjournal@stou.ac.th (สำนักเทคโนโลยีการศึกษา) etcjournal@stou.ac.th (ผู้ช่วยศาสตราจารย์ ดร.ศุภนิตา สุดสวาสดิ์) Mon, 16 Feb 2026 14:24:59 +0700 OJS 3.3.0.8 http://blogs.law.harvard.edu/tech/rss 60 Navigating Toward the Next Digital Era: Future Directions for Digital Citizenship Skills Development in the Age of Artificial Intelligence https://so01.tci-thaijo.org/index.php/ectstou/article/view/283472 <p>This academic article examines the future directions for developing digital citizenship skills in the age of artificial intelligence (AI). The rapid transformation of AI technology since late 2022 has created a competency gap between existing digital citizenship frameworks and contemporary real-world requirements. This study analyzes the limitations of pre-AI frameworks, such as the ISTE Standards (2016) and the Council of Europe Framework (2019), which primarily address Web 2.0 challenges but fail to adequately cover emerging AI-era obstacles, including algorithmic bias, deepfakes, automated decision-making systems, and the digital divide. A comparative analysis of strategies from Thailand, Singapore, Finland, South Korea, and Canada reveals distinct emphases reflecting their respective economic and social contexts: Thailand employs a hybrid approach under the Digital Thailand framework; Singapore focuses on lifelong learning through "Digital Skills for Life"; Finland integrates multiliteracy as a transversal competence; while South Korea and Canada emphasize economic competitiveness and democratic values, respectively. The article proposes a new framework consisting of three core competencies: 1) AI Literacy—the ability to understand AI operating principles and their societal impacts; 2) Algorithmic Critical Thinking—the skills to evaluate and interrogate automated decision-making; and 3) Data Ethics Consciousness—an awareness of the ethical implications regarding data use and sharing. Regarding policy development, a tripartite governance model is proposed through collaboration among the government (as a regulator and supporter of independent research), the private sector (developing socially responsible technology), and civil society. Finally, the study suggests curriculum reform through active learning approaches, such as Inquiry-based Learning and Phenomenon-based Learning, to cultivate digital citizens prepared for the complexities of the forthcoming digital era.</p> Wachira Prammawong, Pimprapa Phanphai Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/283472 Tue, 10 Mar 2026 00:00:00 +0700 Legal Measures and the Development of Intellectual Property Management Platform to Promote Research and Innovation Utilization https://so01.tci-thaijo.org/index.php/ectstou/article/view/279195 <p>The objectives of this research were to: 1) propose legal measures for managing intellectual property in the context of universities within similar groups to promote the utilization of research outcomes and innovations and 2) develop a platform for intellectual property management as a tool to facilitate and promote the utilization of research outcomes and innovations in universities within similar groups.</p> <p>The research findings: <span style="font-size: 0.875rem;">1) The universities should establish an intellectual property management system that aligns with The Thailand Research and Innovation Utilization Promotion (TRIUP) Act B.E. 2564. Although some universities possess strong research and personnel capabilities, the storage and utilization of intellectual property remain unstructured. Frequent changes in university leadership have also disrupted the continuity of management, and there is </span><span style="font-size: 0.875rem;">a lack of collaboration with the industrial sector. The recommendations suggest that universities should develop strategic plans, build networks of partners, promote intellectual property training, and establish clear mechanisms for managing intellectual property, including legal measures such as the establishment of intellectual property management units and benefit-sharing regulations. Furthermore, the creation </span><span style="font-size: 0.875rem;">of an information system to report and track research outcomes efficiently, such as developing a website for managing university intellectual property units, is recommended to facilitate the utilization of research and innovation within university groups. </span><span style="font-size: 0.875rem;">2) The research on the development of a platform for managing intellectual property involves five stages: 1) defining objectives and planning platform development, 2) determining content and structuring the platform, 3) designing the platform, </span><span style="font-size: 0.875rem;">4) developing the platform, and 5) launching and promoting the platform. Experts rated the quality of the Sukhothai Thammathirat Open University's Intellectual Property Management Center (IPM) platform as highly appropriate (M= 4.46, SD = 0.52), and the survey respondents expressed a high level of satisfaction with the platform’s usability </span><span style="font-size: 0.875rem;">(M= 4.32, SD = 0.16).</span></p> Walaiwan Mathurotpreechakun, sasiyanai sanpang Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/279195 Tue, 10 Mar 2026 00:00:00 +0700 Development of an Online Government Document Storage and Retrieval System for Kamphaeng Saen Campus, Kasetsart University https://so01.tci-thaijo.org/index.php/ectstou/article/view/280738 <p>The objectives of this research were 1) to develop an online platform for storing and retrieving official documents and 2) to assess user satisfaction with the system at the Kamphaeng Saen Campus Office, Kasetsart University. The sample group consisted of 50 staff members from the Kamphaeng Saen Campus Office, selected through simple random sampling using the lottery method. Data were collected using questionnaires and analyzed using mean and standard deviation.</p> <p>The results revealed that: 1) the development of the online document storage and retrieval system was based on the System Development Life Cycle (SDLC) model, utilizing the eDMS component of the Kotchasan PHP Framework. The system was evaluated by five experts and received an average suitability score of 4.44 with a standard deviation of 0.48, indicating that the system is highly appropriate and practically usable; and 2) the overall user satisfaction with the system showed a mean score of 4.73 with a standard deviation of 0.43, which was interpreted as the highest level of satisfaction. When analyzed by aspect, the highest satisfaction was found in system usability (M = 4.80, SD = 0.42), followed by system display (M = 4.77, SD = 0.46), system accuracy (M = 4.73, SD = 0.48), and system efficiency (M = 4.63, SD = 0.49), respectively. All aspects were rated at the highest level of satisfaction by users.</p> Patinya Chuanchom, Torsak Kawjaratwilai Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/280738 Wed, 18 Mar 2026 00:00:00 +0700 The Study of the Current Situation and Needs for Development of Learning Activities with Mobile Devices Based on Steam Education Concepts and Lateral Thinking Technique to Enhance Creative Problem Solving Ability of Upper Elementary Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/277519 <p>This study aimed to explore the essential needs for developing mobile based learning activities aligned with the STEAM education approach and integrated with lateral thinking techniques to enhance creative problem solving abilities among upper elementary school students. The sample consisted of 384 teachers teaching upper elementary levels in schools under the jurisdiction of the Office of the Private Education Commission (OPEC). The research instrument was a questionnaire designed to assess the current state and needs for developing mobile based learning activities aligned with the STEAM education approach and integrated with lateral thinking techniques to promote creative problem solving skills among upper elementary students.</p> <p>The results revealed that the current state of developing such learning activities was at a moderate level. Specifically, the aspect of utilizing technology to enhance creative problem solving abilities ranked highest, followed by teaching and learning processes for fostering creative problem solving abilities. In contrast, the desired state was at a high level. Teaching and learning processes for promoting creative problem solving abilities ranked highest, followed by the utilization of technology to enhance creative problem solving abilities.</p> Napatcha Yodkong, Pornsook Tantrarungroj Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/277519 Thu, 26 Mar 2026 00:00:00 +0700 The Effects of Infographic EBooks and Collaborative Learning to Enhance Digital Citizenship https://so01.tci-thaijo.org/index.php/ectstou/article/view/277509 <p>The objectives of this experimental research were as follows: 1) to develop infographic eBooks to enhance digital citizenship; 2) to measure digital citizenship resulting from the use of infographic eBooks and collaborative learning; and 3) to examine satisfaction with the use of infographic eBooks and collaborative learning for enhancing digital citizenship. The research population consisted of 150 employees at Bangkok Commercial Asset Management Public Company Limited (BAM). A sample of 20 participants was selected using simple random sampling by drawing lots. The statistics used for data analysis included the mean and standard deviation. A dependent samples t-test was also employed.</p> <p>The findings were as follows: 1) The development of infographic eBooks to enhance digital citizenship was rated at a high level in terms of content (M = 4.03, SD = 0.74), and the media quality was also rated at a high level (M = 4.26, SD = 0.66). 2) Digital citizenship, as a result of using infographic eBooks and collaborative learning, was significantly higher after the intervention than before at the .05 level of statistical significance. and 3) Satisfaction with the use of infographic eBooks and collaborative learning to enhance digital citizenship among the participants was at a high level (M = 4.32, SD = 0.85).</p> Tanintra Kaewkamsan, Supot Ingard, Sayamon Insaard Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/277509 Thu, 26 Mar 2026 00:00:00 +0700 A Creative Problem-Solving Skill Enhancement Instructional Model Based on Simulation Based Learning in Virtual Makerspaces for Lower Secondary Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/277767 <p>The purposes of this research were as follows: 1) to design a creative problem solving skill enhancement instructional model based on simulation based learning in virtual makerspaces for lower secondary students; 2) to investigate the effects of using this instructional model on students' creative problem-solving skills; and 3) to present a creative problem-solving skill enhancement instructional model based on simulation based learning in virtual makerspaces for lower secondary students. The sample group for evaluating the appropriateness of the instructional model consisted of three experts in educational technology and communication. The experimental group comprised 90 Mathayom 2 (Grade 8) students. The research instruments included an instructional model evaluation form and a creative problem-solving skills assessment. Data were analyzed using percentage, mean, standard deviation, a dependent t-test, and one-way ANOVA to examine differences within and between groups.</p> <p>The results of the study showed that the instructional model comprised three key components: 1) a virtual makerspace for creative work production, 2) creative problem solving skills, and 3) simulation based learning. The results of implementing the instructional model revealed that the average post instruction creative problem solving skills of students were significantly higher than their pre instruction scores at the 0.05 level. Furthermore, when the instructional model was applied, students from different academic tracks demonstrated no statistically significant differences in creative problem-solving skills at the 0.05 level.</p> Sasikarn Pinsuk, Jintavee Khlaisang Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/277767 Thu, 26 Mar 2026 00:00:00 +0700 Effect of Mobile Application Model Using a Game-Based Thai Music Soft Power Concept to Promote Music Skills and Music Aesthetics for Secondary School Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/277813 <p>The purpose of this research was to investigate the effects of a mobile application model utilizing game based learning inspired by the soft power concept of Thai music to enhance musical skills and aesthetics among secondary school students. The experimental sample consisted of 35 lower secondary school students selected through purposive sampling. The research instruments consisted of the mobile application, lesson plans based on a structured learning process, and assessment tools for evaluating musical skills and aesthetics. The experimental period lasted for 5 weeks. The data were analyzed using frequency, percentage, mean, standard deviation, a t-test, and correlation analysis.</p> <p>The findings showed that the experimental results indicated that the students' musical skills and aesthetics significantly improved, with statistically significant differences at the .01 level. The differences in mean scores for musical skills and aesthetics also showed statistically significant differences at the .01 level. However, the results of the correlation analysis revealed a very low but statistically significant relationship between musical skills and aesthetics.</p> Samunyaluk Charerum, Jintavee Khlaisang Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/277813 Thu, 26 Mar 2026 00:00:00 +0700 A Study of the Needs and Using Design thinking to Create Innovation for Society for High school Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/277936 <p>This study aimed to: 1) investigate the current utilization of information technology among high school students, 2) identify the critical needs for addressing societal challenges encountered by high school students, and 3) explore students' experiences and their preferences for selecting innovative tools guided by design thinking principles. The research sample comprised 508 high school students. Data were collected using a structured questionnaire, which included checklist items, ranking questions, and Likert scale measures. Statistical analyses involved descriptive statistics, including frequency, percentage, and standard deviation, as well as techniques for prioritizing essential needs.</p> <p>The results showed that: 1) Technology Access and Usage: The majority of high school students from large, specialized schools reported receiving moderate levels of family support for acquiring technology for educational purposes. Android smartphones were the most commonly used devices, with Google Chrome being the preferred web browser; 2) Societal Issues and Priority Needs: In terms of addressing societal challenges aligned with the Sustainable Development Goals (SDGs), malnutrition was identified as the most critical issue, followed by challenges related to suicide prevention and deaths caused by infectious diseases; and 3) Preference for Innovative Tools: Among the innovative technological mediums, social media was the most favored by students, followed by digital media and short-form video content (e.g., Reels, Instagram Stories, TikTok).</p> Peeraphat Sanyasuwan, Jintavee Khlaisang Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/277936 Thu, 02 Apr 2026 00:00:00 +0700 Project-Based Learning Management Design with Digital Media to Enhance the Entrepreneurial Skills of High School Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/279493 <p>The study was pre-experimental research. The objectives of this study were: 1) to study the need for designing project-based learning management with digital media to promote entrepreneurship skills of high school students, 2) to design a project-based learning plan with digital media to promote entrepreneurship skills of high school students, and 3) to measure the entrepreneurial skills of high school students against the 80 percent criterion. The sample group consisted of 60 high school students. The research instruments were: 1) a needs assessment form, 2) a learning management plan, and 3) an entrepreneurship skills assessment form. Data were analyzed using statistical methods such as mean, standard deviation, IOC (Index of Item-Objective Congruence), the Modified Priority Needs Index (PNImodified), efficiency values (E1/E2), and a one-sample t-test.</p> <p>The research findings were as follows: 1) The need for designing project-based learning management to enhance the entrepreneurial skills of high school students had an average value of .373. 2) The designed project-based learning management plan integrated with digital media to enhance the entrepreneurial skills of high school students was rated as very good overall and had an efficiency value of 86.47/85.11, meeting the specified standard criterion of 85/85 based on efficiency values (E1/E2). 3) The measurement of the entrepreneurial skills of high school students was at a high level, which was higher than the average score of 80, with statistical significance at the &lt; .001 level.</p> Nutthapong Chandanasiri, Sirinthorn Sinjindawong Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/279493 Thu, 02 Apr 2026 00:00:00 +0700 The Development of a Project-Based Learning Activity Package Integrated with mBot Robots to Enhance Creative Problem-Solving Ability of Grade 11 Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/280289 <p>This research aimed to: (1) develop a project-based learning activity package integrated with mBot robots to enhance the creative problem-solving ability of Grade 11 students; (2) compare students’ learning achievement before and after participating in the activity package; and (3) examine the effects of the package on students’ creative problem-solving ability. The sample consisted of 30 Grade 11 students from Naknawaupatham School during the second semester of the 2024 academic year. The participants were selected using simple random sampling through a lottery method. The research instruments included: (1) a project-based learning activity package integrated with mBot robots; (2) an evaluation form for assessing the quality of the package; (3) a knowledge test based on the learning objectives; and (4) a creative problem-solving ability test. The content validity of the instruments was verified by three experts, with an Index of Item-Objective Congruence (IOC) ranging from 0.66 to 1.00. The reliability coefficient of the achievement test was 0.82, indicating acceptable reliability. Data were analyzed using mean, standard deviation, and a t-test.</p> <p>The findings revealed that: (1) the efficiency of the project-based learning activity package integrated with mBot robots was 88.35/87.00, meeting the specified criteria; (2) students’ posttest scores were significantly higher than their pretest scores at the .05 level of significance; and (3) students’ creative problem-solving ability after the intervention was significantly higher than before at the .05 level of significance.</p> Suphachet Seeharach, Sayamon Insaard, Yotravee Waythongkhum Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/280289 Thu, 02 Apr 2026 00:00:00 +0700 The Effects of a Training Model to Enhance Basic Life Support UsiDevices and Simulation-Based Learning for Upper Secondary Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/280926 <p>The purpose of this study was to investigate the effects of a training model designed to enhance basic life support (BLS) skills through the integration of smart devices and scenario-based simulations among upper secondary school students. The sample consisted of 30 upper secondary school students under the Bangkok Metropolitan Administration, selected using purposive sampling. The research instruments included: (1) a training model for enhancing BLS skills using smart devices and scenario-based learning; (2) SimCPR smart wristbands; (3) simulated scenarios; and (4) a BLS skill assessment checklist. The intervention was conducted over 240 minutes (4 hours). The collected data were analyzed using descriptive statistics, including mean and standard deviation. Differences in BLS skill scores before and after the training were analyzed using a paired samples t-test.</p> <p>The results showed that students' BLS skills significantly improved after the training at the .05 level of significance.</p> Wilaiporn Wongkitisophon, Prakob Koraneekij Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/280926 Thu, 02 Apr 2026 00:00:00 +0700 Development of Web Application Using Virtual Science Simulation with 5e Inquiry-Based Learning to Enhance Integrated Science Process Skills of Secondary School Students https://so01.tci-thaijo.org/index.php/ectstou/article/view/281410 <p>The purpose of this study was to: (1) develop a web application using virtual science simulation based on the 5E inquiry-based learning approach to enhance the integrated science process skills of secondary school students; and (2) examine the effects of using the developed web application on students’ integrated science process skills. The research sample for expert evaluation consisted of seven experts in educational technology, chemistry education, and science process skills. The experimental group comprised 40 upper secondary students in the science–mathematics program from Nakhonnayok Wittayakhom School. The research instruments included: (1) the web application; (2) lesson plans using the web application with virtual science simulation; (3) an integrated science process skills test; and (4) a questionnaire on students’ opinions toward the use of the web application. Data were analyzed using descriptive statistics, including percentage, mean, and standard deviation, as well as a dependent t-test and content analysis.</p> <p>The results revealed that: (1) the development framework of the web application consisted of five components: (1.1) content, (1.2) instructional design, (1.3) system design, (1.4) assessment, and (1.5) feedback. The expert evaluation indicated that the web application was overall rated at a high level of appropriateness. The highest-rated aspects were the design and layout and the usability of the web application; and (2) students’ posttest mean scores on integrated science process skills were significantly higher than their pretest scores at the .05 level of significance. Additionally, students’ overall satisfaction with the web application was at the highest level (M = 4.67, SD = 0.52).</p> Jiratcha Roonprapant, Pornsook Tantrarungroj Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/281410 Thu, 02 Apr 2026 00:00:00 +0700 Editor's note https://so01.tci-thaijo.org/index.php/ectstou/article/view/286364 Phantipa Amornrit Copyright (c) 2026 มหาวิทยาลัยสุโขทัยธรรมาธิราช https://creativecommons.org/licenses/by-nc-nd/4.0 https://so01.tci-thaijo.org/index.php/ectstou/article/view/286364 Mon, 16 Feb 2026 00:00:00 +0700