Developing an Augmented Reality Card Game to Promote Analytical Thinking Regarding Electronics Devices
Main Article Content
Abstract
This research aimed to develop and evaluate augmented reality card games for enhancing analytical thinking skills among Higher Vocational Certificate students in Electronics. It utilized a three-phase research model consisting of (1) innovation development, (2) validity verification, and (3) innovation implementation. The study engaged three target groups: 3 experts and 60 electronics students in Phase 1, 30 electronics students in Phase 2, and 29 electronics students in Phase 3. Research instruments included card game quality assessment form, analytical thinking measurement and interview questions, achievement test, and satisfaction survey. Results showed that the card games improved analytical skills in equipment classification, logical relationship identification, and categorization of electronic components. The card game quality was rated good (x̄=4.20, S.D.=0.42), with learning achievement significantly higher after implementation (p<.05), and providing a high learner satisfaction (x̄=4.03, S.D.=0.81). This research demonstrates the potential of augmented reality card games in developing modern learning innovations that meet 21st century educational needs.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
The contents and data in published articles in the Journal of Education and Innovative Learning are considered the ideas and responsibility of the author(s). The Editorial team does not necessarily agree with any ideas or hold mutual responsibility of them. Plagiarism is not permitted, even for academic purposes. However, proper citation must be given whenever referencing the articles.
References
Angkapanomprai, J., & Na-songkhla, J. (2024). A virtual reality (VR) card game using discovery learning to enhance environmental literacy. ECT Education and Communication Technology Journal, 19(27), 125–141. https://so01.tci-thaijo.org/index.php/ectstou/article/view/274491 [in Thai]
Avila-Garzon, C., Bacca-Acosta, J., Kinshuk., Duarte, J., & Betancourt, J. (2021). Augmented reality in education: an overview of twenty-five years of research. Contemporary Educational Technology, 13(3), ep302. https://doi.org/10.30935/cedtech/10865
Billinghurst, M., & Kato, H. (2002). Collaborative augmented reality. Communications of the ACM, 45(7), 64–70. https://doi.org/10.1145/514236.514265
Burisuwan, C., & Uamcharoe, S. (2017). The development of visual literacy listening and reading instructional model to enhance critical and reasoning thinking of secondary student. Veridian E-Journal, Silpakorn University (Humanities, Social Sciences and arts), 10(2), 318-335. https://he02.tci-thaijo.org/index.php/Veridian-E-Journal/article/view/96942 [in Thai]
Butdangnoi, N., & Suramane, S. (2018). The development of the game for learning on the communications medium data for Mathayomsuksa 2. Journal of Applied Information Technology, 3(1), 29–35. https://ph02.tci-thaijo.org/index.php/project-journal/article/view/152854 [in Thai]
Chaijaroen, S. (2014). Instructional design: principles and theories to practices. Klang Nana Wittaya. [in Thai]
Chutipascharoen, A., & Krootjohn, S. (2021). A development of an interactive learning model by using 3D hologram and educational board game for improving critical thinking skills of vocational certificate students. Journal of teacher professional development, 2(2), 71-83. https://ph02.tci-thaijo.org/index.php/withayajarnjournal/article/view/242559 [in Thai]
Hamklang, P., & Chaijaroen, S. (2017). Synthesis of designing framework of web-based learning environment to enhance learner’s analytical thinking of students on the structure of our earth for grade VIII student. Humanity and Social Science Journal, Ubon Ratchathani University, 8(2), 1-18. https://so02.tci-thaijo.org/index.php/human_ubu/article/view/214672 [in Thai]
Jaihow, N., & Chumsukon, M. (2024). The development of critical thinking skill and achievement using the GPAS 5 steps with strategy card game in social studies course of grade 12 students at Sisaketwitthayalai 2 Huaykla (Promdirek-Anusorn) School. Journal of Association of Professional Development of Educational Administration of Thailand, 6(1), 276-291. https://so04.tci-thaijo.org/index.php/JAPDEAT/article/view/270147 [in Thai]
Koutitas, G., Smith, S., & Lawrence, G. (2021). Performance evaluation of AR/VR training technologies for EMS first responders. Virtual Reality, 25, 83–94. https://doi.org/10.1007/s10055-020-00436-8
Kreetep, D., & Chumsukon, M. (2024). The study of analytical thinking skills and collaboration teamwork competency using MACRO model with card games on the subject ng 32101 occupation for grade 11 students at Nongruawittaya School. Rajabhat Maha Sarakham University Journal, 18(2), 190-200. https://so05.tci-thaijo.org/index.php/rmuj/article/view/275077 [in Thai]
Muangkaew, K. (2017). Educational game development in computer course on computer project for students in Matthayomsuksa 6 Yang Talat Wittayakhan School. Journal of Educational Technology and Communications, 2(4), 108-119. https://so02.tci-thaijo.org/index.php/etcedumsujournal/article/view/242352 [in Thai]
Phiwma, N. (2021). Learning Management using Game-Based Learning by Integrating Computer Game Technology. Journal of Humanities and Social Sciences, Rajapruk University, 7(Special), 1–15. https://so03.tci-thaijo.org/index.php/rpu/article/view/257367 [in Thai]
Piaget, J. (1977). The development of thought: Equilibration of cognitive structures. The Viking Press.
Pookeaw, P., & Chaijaroen, S. (2020). Analitical thinking of the student learning with constructivist web–based learning environment on computer software for grade 8 students. Academic Services Journal, Prince of Songkla University, 31(1), 52-60. https://journal.oas.psu.ac.th/index.php/asj/article/view/1513 [in Thai]
Richey, R., & Klein, J. (2007). Design and development research: Methods, strategies and issues. Lawrence Erlbaum Associates.
Sae-chia, T., Chaowicharat, E., & Wichaidit, S. (2018). Using strategy-based board games to develop the critical thinking skills of 9th grade students in large-sized schools of the Basic Education Commission of Pathum Thani. In A. Sooksomchitra (Ed.), The 9th National & International Conference of Suan Sunandha Rajabhat University (720-731). http://journalgrad.ssru.ac.th/index.php/8thconference/article/view/1283 [in Thai]
Singchaiyaphum, T., & Chaijaroen, S. (2016). Design and development of constructivist network learning environment to enhance analytical thinking on the topic of “Substance Around” for grade 6 students. Journal of Education Khon Kaen University (Graduate Studies Research), 10(4), 69–75. https://so02.tci-thaijo.org/index.php/EDGKKUJ/article/view/88079 [in Thai]
Sirisak, K., Piromsombat, C., & Traiwichitkhun, D. (2024). Development of a card game for enhancing student teachers’ digital financial literacy: application of UX research. Journal of Education and Innovative Learning, 4(2), 193–208. https://so06.tci-thaijo.org/index.php/jeil/article/view/269057 [in Thai]
Sornarkas, A. (2021). Effects of game-based learning on learning achievement in primary medical care among nurse students, Boromarajonani Collage of Nursing, Nonthaburi Province. Nursing Journal of The Ministry of Public Health, 31(2), 116–127. https://he02.tci-thaijo.org/index.php/tnaph/article/view/252582 [in Thai]
Supraaumpanwong, M. (2018). Board game design to promote wildlife conservation [Bachelor's thesis, Siam University]. e-Research Siam University. https://e-research.siam.edu/kb/board-game-design-to-promote-wildlife-conservation [in Thai]
Thepphuthorn, T., Pattanasith, S., & Srifa, P. (2022). The development of augmented reality technology educational boardgame for game base learning to promote learning achievement of prathomsuksa 3 students. Journal of Educational Measurement Educational and Psychological Test Bureau, 39(105). 64-75. https://so06.tci-thaijo.org/index.php/JEMEPTB/article/view/257488 [in Thai]
World Economic Forum. (2020). The future of jobs report 2020. https://www3.weforum.org/docs/WEF_Future_of_Jobs_2020.pdf