Interactive Media for Cognitive Skill Improvement using a Visual Novel Game
รหัสดีโอไอ
Creator Kaboon Thongtha
Title Interactive Media for Cognitive Skill Improvement using a Visual Novel Game
Contributor Sasiprapa Kaewma, Sittikorn Deeprom, Panutchada Kaewma, Sureeluk Weerajong
Publisher The Association of Council of IT Deans (CITT)
Publication Year 2566
Journal Title Journal of Information Science and Technology
Journal Vol. 13
Journal No. 2
Page no. 22-31
Keyword Cognitive Skills, Problem-Solving Skills, Electronic Book, Virtual Novel Game, Qualitative Evaluation
URL Website https://tci-thaijo.org/index.php/JIST
Website title Journal of Information Science and Technology
ISSN 2651-1053
Abstract The objective of the research is to create the "EDIHI" visual novel game in order to improve cognitive skills. In order to develop creativity and specific problem-solving skills in digital multimedia arts technology for first-year students, the 30 participants were split into two groups: the users of the electronic book medium EDIHI and the users of the game. The qualitative evaluation of visual novel games by experts is divided into five aspects, namely: 1) Game performance; 2) Game effectiveness; 3) Game flexibility; 4) Game presentation; and 5) Game content. The research found that qualitative evaluation of visual novel games by experts has a mean of 4.48 and a standard deviation of 0.51, quality is highest level. According to research studies, users of the visual novel game EDIHI reported higher perceived levels of developing creativity and problem-solving abilities on the fly than users of the electronic book media titled EDIHI at the statistical significance level of 0.05 in all aspects.
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