CURRENT PROBLEMS AND ESSENTIAL NEEDS IN DEVELOPING A GAME THEORY-BASED ADAPTIVE DIGITAL PLATFORM TO ELEVATE READING LITERACY WITHIN THE PROGRAMME FOR INTERNATIONAL STUDENT ASSESSMENT FRAMEWORK: PISA

Main Article Content

Julaporn Kunawattananan
Anucha Pimsak
Chulida Hemtasin

Abstract

This study employed Educational Design Research (EDR) as proposed by with three objectives: 1) To examine the current state and analyze problems related to reading skills in digital contexts; 2) To survey and assess stakeholder needs regarding digital platform development; and 3) To evaluate the appropriateness of reading literacy components based on the PISA framework for early primary school students. A mixed-methods approach was adopted. Qualitative data were collected from seven stakeholder groups through focus group discussions and in-depth interviews, while quantitative data were gathered from 286 Thai language teachers to assess the appropriateness of the identified components. Data were analyzed using descriptive statistics and content analysis.The findings revealed that: 1) Stakeholders perceived the severity of reading-related problems at the highest level (equation = 4.64, S.D. = 0.49); 2) The primary challenges identified were a lack of reading motivation, individual differences among learners, and insufficient analytical reading skills as defined by the PISA framework; 3) The need for innovation development was rated at the highest level (equation = 4.75, S.D. = 0.34), particularly for a platform integrating gamification mechanisms with an adaptive system capable of accommodating individual differences; and 4) All five components of reading literacy were rated as highly appropriate (equation = 4.38), with reading engagement and affective disposition toward reading, along with the application of reading outcomes, receiving the highest ratings. The study recommends that the platform to be developed in subsequent phases should integrate an AI-driven adaptive system, gamification mechanisms to enhance motivation, and a scaffolded support system for systematically developing higher-order thinking skills. These findings provide an empirical foundation for designing innovations aligned with authentic Thai school contexts of Thai schools.

Article Details

How to Cite
Kunawattananan, J. ., Pimsak, A. ., & Hemtasin, C. . (2026). CURRENT PROBLEMS AND ESSENTIAL NEEDS IN DEVELOPING A GAME THEORY-BASED ADAPTIVE DIGITAL PLATFORM TO ELEVATE READING LITERACY WITHIN THE PROGRAMME FOR INTERNATIONAL STUDENT ASSESSMENT FRAMEWORK: PISA. Journal of MCU Nakhondhat, 13(8), 288–299. retrieved from https://so03.tci-thaijo.org/index.php/JMND/article/view/301769
Section
Research Articles

References

สำนักงานคณะกรรมการพัฒนาการเศรษฐกิจและสังคมแห่งชาติ. (2561). ยุทธศาสตร์ชาติ พ.ศ. 2561 - 2580. กรุงเทพมหานคร: สำนักนายกรัฐมนตรี.

สำนักวิชาการและมาตรฐานการศึกษา. (2551). หลักสูตรแกนกลางการศึกษาขั้นพื้นฐาน พุทธศักราช 2551. กรุงเทพมหานคร: กระทรวงศึกษาธิการ.

สุธาสินี ปูคะสินทร์ และอนุชา โสมาบุตร. (2568). การพัฒนาแพลตฟอร์มดิจิทัลที่ขับเคลื่อนด้วยปัญญาประดิษฐ์เพื่อสนับสนุนการออกแบบการเรียนการสอนและการเรียนรู้ที่ส่งเสริมการรู้ด้านการอ่านสำหรับครู. วารสารครุศาสตร์ปัญญา, 4(5), 183-195.

Al-Adwan, A. S. et al. (2025). Understanding continuous use intention of technology among higher education teachers in emerging economy: Evidence from integrated TAM, TPACK, and UTAUT model. Studies in Higher Education, 50(3), 505-524. https://doi.org/10.1080/03075079.2024.2343955

Barrera Castro, G. P. (2024). Harnessing AI for Education 4.0: Drivers of personalized learning. Electronic Journal of e-Learning, 22(5), 1-14. https://doi.org/10.34190/ejel.22.5.3467

Cattoni, A. (2024). How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training. International Journal of Child-Computer Interaction, 39(2024), 100633. https://doi.org/10.1016/j.ijcci.2024.100633

Duke, N. K. & Cartwright, K. B. (2021). The science of reading progresses: Communicating advances beyond the simple view of reading. Reading Research Quarterly, 56(S1), S25-S44. https://doi.org/10.1002/rrq.411

George, D. & Mallery, P. (2003). SPSS for Windows step by step: A simple guide and reference. (4th ed.). Boston: Allyn & Bacon.

Hazzan-Bishara, A. (2025). The factors affecting teachers’ adoption of AI technologies: A unified model of external and internal determinants. Education and Information Technologies, 30(2025), 15043-15069. https://doi.org/10.1007/s10639-025-13393-z

Jang, E. et al. (2023). Building academic resilience in literacy: Digital reading practices and motivational and cognitive engagement. Reading Research Quarterly, 58(1), 160-176. https://doi.org/10.1002/rrq.486

Landis, J. R. & Koch, G. G. (1977). The measurement of observer agreement for categorical data. Biometrics, 33(1), 159-174. https://doi.org/10.2307/2529310

Li, M. et al. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14(2023), 1253549. https://doi.org/10.3389/fpsyg.2023.1253549

Mayer, R. E. (2017). Using multimedia for e-learning. Journal of Computer Assisted Learning, 33(5), 403-423. https://doi.org/10.1111/jcal.12197

McKenney, S. & Reeves, T. C. (2012). Conducting educational design research. London: Routledge.

Murtaza, M. et al. (2022). AI-based personalized e-learning systems: Issues, challenges, and solutions. IEEE Access, 22(2022), 81323-81342. https://doi.org/10.1109/ACCESS.2022.3193938

Ng, D. T. K. et al. (2023). Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world. Educational Technology Research and Development, 71(1), 137-161. https://doi.org/10.1007/s11423-023-10203-6

Nurhasanah, I. & Firdaus, M. (2025). Unlocking better reading skills: How multimedia and interactive tools make a difference. ALACRITY: Journal of Education, 5(2), 892-907. https://doi.org/10.52121/alacrity.v5i2.782

OECD. (2019). PISA 2018 Assessment and Analytical Framework. Paris: OECD Publishing Paris. https://doi.org/10.1787/b25efab8-en

OECD. (2023). PISA 2022 results (Volume I): The state of learning and equity in education. Paris: OECD Publishing Paris. https://doi.org/10.1787/53f23881-en

Qiao, S. et al. (2025). Understanding how gamification of English morphological analysis in a blended learning environment influences students’ engagement and reading comprehension. Computer Assisted Language Learning, 38(4), 831-864. https://doi.org/10.1080/09588221.2023.2230273

Rojas, M. P. & Chiappe, A. (2024). Artificial intelligence and digital ecosystems in education: A review. Technology, Knowledge and Learning, 29(2024), 2153-2170. https://doi.org/10.1007/s10758-024-09732-7

Snow, C. E. & Matthews, T. J. (2016). Reading and language in the early grades. The Future of Children, 26(2), 57-74.

Strielkowski, W. et al. (2025). AI-driven adaptive learning for sustainable educational transformation. Sustainable Development, 33(2), 1921-1947. https://doi.org/10.1002/sd.3221

United Nations. (2015). Transforming our world: The 2030 agenda for sustainable development. Retrieved June 19, 2026, from https://sdgs.un.org/2030agenda

Wang, Z. et al. (2024). Enhancing reading instruction through gamification: A systematic review of theoretical models, implementation strategies, and measurable outcomes (2020-2024). Journal of Information Technology Education: Research, 23, 1-26. https://doi.org/10.28945/5394

Williamson, B. et al. (2020). Pandemic politics, pedagogies and practices: Digital technologies and distance education during the coronavirus emergency. Learning, Media and Technology, 45(2), 107-114. https://doi.org/10.1080/17439884.2020.1761641