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This research develops an educational platform utilizing a design-thinking model to enhance computational thinking and digital literacy among undergraduate students in Thailand. The study was conducted in three phases: (1) investigating the learning experiences and needs of 400 learners and instructors; (2) designing and developing the integrated design-thinking model to improve computational thinking; and (3) deploying the platform and design-thinking learning model to enhance student computational thinking using 28 undergraduate students, evaluating its effectiveness and learner satisfaction. Quantitative analysis revealed that the platform significantly improved computational thinking mean scores at the 0.05 level, suggesting its potential as an effective learning tool. The prototype learning innovation comprises four key components: (1) fostering computational skills and digital literacy, with an emphasis on logical and algorithmic thinking, data handling, and software usage; (2) online assistance through the learning platform “Code Craft,” providing support and resources; (3) digital and artificial intelligence tools, facilitating interactive, modern learning experiences; and (4) enjoyment, ensuring an engaging and motivating learning process. The steps in this process are as follows: (1) discovering insights into learners’ needs and challenges; (2) tailoring the platform to user requirements; (3) generating ideas, encouraging creativity and innovative thinking; (4) prototyping solutions, developing practical applications and tools; and (5) testing and iteration, refining the platform from feedback and performance data. This approach illustrates the effectiveness of combining design-thinking instructional models and gamification in educational platform development, significantly improving computational thinking, preparing students for the labor market, and addressing the skills gap in technology and computational skills in higher education.
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Koraneekij et al. (2026) studied this question.
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