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Interactive Media for Cognitive Skill Improvement using a Visual Novel Game |
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| 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. |