Journal of Multidisciplinary Research and Social lnnovation https://so10.tci-thaijo.org/index.php/MRSI <p>The Faculty of Industrial Education, Rajamangala University of Technology Suvarnabhumi, publishes the Journal of Multidisciplinary Research and Social Innovation as an academic journal aiming at disseminating high-quality research and academic works in the fields of interdisciplinary studies, technology and innovation, education, and research related to community service.</p> <p>The journal accepts articles from researchers, scholars, faculty members, graduate students, and the general public. All submitted articles undergo peer review by at least three qualified experts who have expertise in the relevant fields from various institutions. The articles are also approved by the editorial board after undergoing the review process. Both the experts and authors are anonymized to ensure a <strong>double-blind review</strong>.</p> <p>The journal accepts articles in both Thai and English and is published biannually, with:</p> <ul> <li>Issue 1 published between January and April.</li> <li>Issue 2 published between May and August.</li> <li>Issue 3 published between September and December.</li> </ul> Faculty of Industrial Education,Rajamangala Universi en-US Journal of Multidisciplinary Research and Social lnnovation 3088-1048 Development of an Instructional Package Using Blended Learning Activities for the Course “Computer Programming in Electrical Control” among Higher Vocational Certificate Students in the Electrical Power Department, Lopburi Technical College. https://so10.tci-thaijo.org/index.php/MRSI/article/view/3036 <p> The objectives of this research were 1) To develop a teaching package using blended learning activities in the subject of Computer Programming in Electrical Control. 2) to compare the academic achievement before and after using the developed teaching package. 3) to study the students' satisfaction with learning with the developed teaching package. The research instruments used included teaching packages, achievement tests, and student satisfaction assessment forms. The developed research instruments were then piloted with a sample group of Higher Vocational Certificate students at Lopburi Technical College studying Computer Programming in Electrical Control, course code 30104-2008, Higher Vocational Certificate Curriculum 2024, second semester, academic year 2024, totaling 94 students in 6 groups using cluster random sampling.</p> <p> The research results found that 1) the efficiency of the developed teaching set was on average 85.20/81.87, higher than the set criterion of 80/80. The results from the analysis of the teaching set effectiveness index found that the learning media effectiveness index was 0.6976, which means that students' knowledge increased by 69.76 percent. 2) When comparing the scores from the pre-test/post-test using the Dependent sample t-test, the results found that the post-test scores were significantly higher than the pre-test scores at the .05 level, and 3) the students were most satisfied with learning with the teaching set.</p> prabhas phumphuang Copyright (c) 2026 Journal of Multidisciplinary Research and Social lnnovation 2026-04-27 2026-04-27 2 1 1 16 The Development of Learning Management using Educational Games to Enhance English Vocabulary Memorization on “On The Farm” for Grade 2 Students at Bannongnangloeng School https://so10.tci-thaijo.org/index.php/MRSI/article/view/3306 <p> This research aimed to develop and evaluate the efficiency of educational games for teaching English vocabulary on the topic "On the Farm" for Grade 2 students. The study also compared learning achievement before and after the intervention and explored student satisfaction toward the learning management. The research was conducted with a purposive sample of 20 Grade 2 students from Ban Nong Nang Loeng School. The research instruments included lesson plans incorporating educational games, pre- and post-tests, and a satisfaction evaluation form.</p> <p> The results indicated that: The efficiency of the educational game activities (E1/E2) was 81.25/81.75, which exceeded the established 80/80 criterion. The post-test mean score ( =16.35, S.D.=1.30) was significantly higher than the pre-test mean score ( =9.55, S.D.=2.25) at a .05 level of statistical significance. The overall student satisfaction was at the highest level ( =4.73, S.D.=0.40). These findings suggest that learning management through educational games effectively enhances learning achievement within the context of the study group.</p> <p> </p> Sudarat Piriyamatee Natt Siriwattananon Copyright (c) 2026 Journal of Multidisciplinary Research and Social lnnovation 2026-04-27 2026-04-27 2 1 17 31 The Development of Electronic Books on Self-Discipline for Kindergarten 3 Students at Wat Thao U Thong School https://so10.tci-thaijo.org/index.php/MRSI/article/view/3299 <p> The objectives of this research were: 1) to study the quality of Electronic Books (e-book) on Self-Discipline for Kindergarten 3 students at Wat Thao U Thong School; 2) to compare self-discipline behaviors before and after learning with the e-book; and 3) to study the satisfaction of kindergarten 3 students towards the e-book. This research employed a Quasi-experimental Research design using a One-Group Pretest-Posttest Design. The population consisted of 17 Kindergarten 3 students at Wat Thao U Thong School. The research instruments included: 1) Electronic Books on Self-Discipline; 2) a quality assessment form for the e-book; 3) learning experience plans; 4) a self-discipline behavior observation form; and 5) a satisfaction assessment form. The statistics used for data analysis were mean, percentage, standard deviation, and t-test for Dependent Samples. <br /> The results showed that: 1) the quality of the developed e-book on Self-Discipline was at a high level with a mean score of 4.41; 2) the self-discipline behaviors after learning with the e-book were significantly higher than before learning at the .05 level; and 3) the satisfaction of kindergarten 3 students towards the e-book was at a high level with a mean score of 4.38.</p> Supawadee Satawon Krittanai Tharattansuwan Copyright (c) 2026 Journal of Multidisciplinary Research and Social lnnovation 2026-04-27 2026-04-27 2 1 32 44 Development of Learning Management using Gamification on The Topic of Chinatown in The Chinese Language Subject for Grade 6 Students at Prachasuksa School https://so10.tci-thaijo.org/index.php/MRSI/article/view/3316 <p> This study aimed to: (1) develop a gamification-based learning management plan on the topic of <em>Chinatown</em> for Grade 6 students at Prachasuksa School, with an efficiency criterion of 80/80; (2) compare students’ learning achievement before and after instruction using the gamification-based learning management plan; and (3) examine students’ satisfaction with the gamification-based learning management plan. The sample consisted of 40 students from Grade 6/3 at Prachasuksa School, Phra Nakhon Si Ayutthaya Province. The participants were selected through simple random sampling. The research instruments included: (1) a gamification-based learning management plan; (2) a 30-item achievement test, with discrimination indices ranging from 0.35 to 0.86, difficulty indices ranging from 0.43 to 0.83, and a reliability coefficient of 0.87; and (3) a student satisfaction questionnaire toward the gamification-based learning management plan. The data were analyzed using descriptive statistics, including mean, percentage, and standard deviation, as well as inferential statistics using the dependent samples t-test.</p> <p> The results revealed that: (1) the efficiency of the gamification-based learning management plan was 81.58/80.92, which met the established 80/80 criterion; (2) students’ post-test achievement scores were significantly higher than their pre-test scores at the .05 level of statistical significance; and (3) students’ overall satisfaction with the gamification-based learning management plan was at the highest level, with a mean score of 4.51.</p> <p> </p> Chutikan Noppasri Krittanai Thararattanasuwan Copyright (c) 2026 Journal of Multidisciplinary Research and Social lnnovation 2026-04-27 2026-04-27 2 1 45 59 Development of An Electronic Book on Thai Traditional Folk Play to Promote Gross Motor Skills for Kindergarten 2 Students at Ban Wang Nam Khiao School https://so10.tci-thaijo.org/index.php/MRSI/article/view/3317 <p> This research aimed to: 1) evaluate the quality of an electronic book (E-book) titled Thai Folk Games; 2) compare the gross motor skill development of Kindergarten 2 students before and after the implementation of E-book-based learning activities; and 3) investigate student satisfaction with the developed E-book. The target group consisted of eight Kindergarten 2 students at Ban Wang Nam Khiao School during the second semester of the 2025 academic year. The research instruments included the E-book, a gross motor skill assessment form, and a satisfaction evaluation form. Data were analyzed using mean, standard deviation, percentage, and a dependent samples t-test.</p> <p> The findings revealed that: 1) the quality of the E-book based on a 5-point scale, was at a high level ( =3.67, S.D.=0.47); 2) the students' gross motor skill development after the intervention was significantly higher than before at a .05 level of significance; and 3) the students expressed the highest level of satisfaction with the E-book-based learning experience ( =4.65). These results suggest that integrating digital media with traditional cultural content effectively promotes physical development in early childhood education.</p> Jittaporn Rukpum Krittanai Tharattansuwan Copyright (c) 2026 Journal of Multidisciplinary Research and Social lnnovation 2026-04-27 2026-04-27 2 1 60 74 Learning Achievement through Scratch-Based Learning Activity Packages in The Computing Science Subject for Grade 6 Students at Banpaknasuan School https://so10.tci-thaijo.org/index.php/MRSI/article/view/3293 <p> This research aimed to: (1) determine the efficiency of Scratch-based learning activity packages for Grade 6 students based on the efficiency criterion of 80/80, (2) compare students’ learning achievement before and after using the Scratch-based learning activity packages, and (3) examine students’ satisfaction toward learning through the developed activity packages. The sample consisted of 16 Grade 6 students from Ban Pak Na Suan School, selected through purposive sampling. The research instruments included the Scratch-based learning activity packages, a learning achievement test, and a student satisfaction questionnaire. The study employed a quasi-experimental research design using a one-group pretest–posttest design.</p> <p> The results revealed that the learning activity packages achieved an efficiency level of E1<strong>/</strong>E2=81.00/80.00, which met the predetermined efficiency criterion of 80/80. The students’ post-test mean score (𝑥̅=15.88, S.D.=0.81) was significantly higher than the pre-test mean score (𝑥̅=9.25, S.D.=1.00) at the .05 level of statistical significance. Furthermore, students’ satisfaction toward the learning activities was at a high level. These findings indicate that the Scratch-based learning activity packages effectively enhanced students’ learning achievement and were appropriate for instructional use at the primary education level.</p> Somporn Nomnab Natt Siriwattananon Copyright (c) 2026 Journal of Multidisciplinary Research and Social lnnovation 2026-04-27 2026-04-27 2 1 75 90 Executive Functions: Developing New Frameworks for Learners in the Digital Age https://so10.tci-thaijo.org/index.php/MRSI/article/view/3323 <p> This review provides knowledge on executive functions (EF) and proposes practical directions for integrating EF into Thai education in the digital era. It highlights three core EF components: inhibitory control, working memory, and cognitive flexibility as foundational mechanisms for deep learning, self-regulated learning, and 21st-century learner competencies. The review draws on empirical studies from both Thai and international contexts, focusing on EF-related instructional practices in mathematics, physical education, and educational technology. Findings suggest that Thai studies commonly emphasize culturally grounded and socially interactive activities (e.g., rule-based games and collaborative learning), whereas international research more frequently employs structured interventions supported by advanced technologies such as virtual reality (VR), augmented reality (AR), and adaptive learning platforms. Across contexts, converging evidence indicates that sustainable EF development is most likely when EF is embedded within meaningful, cognitively demanding learning tasks rather than trained in isolation. The review, therefore, underscores the potential of integrated learning design to advance both EF and learner competencies in the digital age.</p> Benchaporn Swangsri Somkiat Kongthanajindasiri Copyright (c) 2026 Journal of Multidisciplinary Research and Social lnnovation 2026-04-27 2026-04-27 2 1 91 112 Development of An Electronic Book on Buddhist Proverbs for Social Studies, Religion, and Culture Among Sixth-Grade Students at Wat Sawetsilaram School https://so10.tci-thaijo.org/index.php/MRSI/article/view/3292 <p> This research aimed to: 1) develop an effective e-book on Buddhist proverbs for Social Studies, Religion, and Culture for sixth-grade students at Wat Sawetsilaram School based on the 80/80 effectiveness criterion; 2) compare students’ learning achievement before and after learning through the developed e-book; and 3) examine students’ satisfaction with the e-book. The study employed a one-group pretest–posttest design. The target group consisted of seven sixth-grade students selected through purposive sampling. The research instruments included: 1) a lesson plan on Buddhist proverbs, 2) an e-book on Buddhist proverbs, 3) a 20-item learning achievement test, and 4) a 10-item satisfaction questionnaire. Data were analyzed using mean, percentage, standard deviation, effectiveness index (E1/E2), and a dependent samples t-test.</p> <p> The results indicated that: 1) the developed e-book achieved an effectiveness score of 82.38/81.43, meeting the 80/80 criterion; 2) students’ posttest scores (𝑥̅=16.29, S.D. = 1.25) were significantly higher than their pretest scores (𝑥̅=13.86, S.D.=0.69) at the .05 level of statistical significance; and 3) overall student satisfaction with the e-book was at the highest level (𝑥̅=4.54, S.D.=0.06).</p> Areerat Mongkolthong Krittanai Tharattansuwan Copyright (c) 2026 Journal of Multidisciplinary Research and Social lnnovation 2026-04-27 2026-04-27 2 1 113 129