Please use this identifier to cite or link to this item: http://ithesis-ir.su.ac.th/dspace/handle/123456789/5508
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dc.contributorKe JIA CHENen
dc.contributorKe JIA CHENth
dc.contributor.advisorSupachai Areerungruangen
dc.contributor.advisorศุภชัย อารีรุ่งเรืองth
dc.contributor.otherSilpakorn Universityen
dc.date.accessioned2025-04-29T06:25:05Z-
dc.date.available2025-04-29T06:25:05Z-
dc.date.created2024
dc.date.issued22/11/2024
dc.identifier.urihttp://ithesis-ir.su.ac.th/dspace/handle/123456789/5508-
dc.description.abstractTraditional Chinese Medicine (TCM) shares a long-standing history and global recognition, yet faces significant challenges with only 20.69% of Chinese citizens possessing TCM cultural literacy. This cultural transmission crisis necessitates broader promotion of TCM knowledge, particularly within primary and secondary education systems. This study developed a Chinese herbal medicine board game, "I am a Little Miracle Doctor," targeting children aged 7-11, designed to enhance understanding of TCM concepts including herbal classifications, Four Properties and Five Tastes, Meridians, processing methods, and medicinal parts through gamification. The study methodology involved comprehensive literature reviews, expert interviews, and questionnaire surveys to evaluate age-appropriate TCM knowledge, children's learning needs, and parents' expectations. Through multiple iterations and expert consultations, the final game design emerged from three prototypes, emphasizing key TCM concepts. The game was tested with 64 children aged 7-11 in Shaanxi, evaluating its educational value, entertainment appeal, cooperation elements, and strategic components. Descriptive statistical analysis revealed high scores in three key dimensions: repeat play intention (M=4.484, SD=0.713), satisfaction (M=4.453, SD=0.733), and visual presentation effect (M=4.438, SD=0.871). The game's moderate difficulty level (M=2.922) aligned well with the target age group's cognitive abilities. Pearson correlation analysis indicated a significant negative correlation between player age and perceived difficulty, with older players finding the game easier. Player preference strongly correlated with perceived enjoyment. Paired t-tests demonstrated significant improvements in children's knowledge of Chinese herbal medicine types (t=-4.200, pen
dc.description.abstract-th
dc.language.isoen
dc.publisherSilpakorn University
dc.rightsSilpakorn University
dc.subjectChinese Herbal Medicine/ Board Game/ Education/ Children/ Qin Medicineen
dc.subject.classificationArts and Humanitiesen
dc.subject.classificationArts, entertainment and recreationen
dc.titleChinese Herbal Medicine Edutainment Boardgameen
dc.title-th
dc.typeThesisen
dc.typeวิทยานิพนธ์th
dc.contributor.coadvisorSupachai Areerungruangen
dc.contributor.coadvisorศุภชัย อารีรุ่งเรืองth
dc.contributor.emailadvisorsupachai3833@gmail.com
dc.contributor.emailcoadvisorsupachai3833@gmail.com
dc.description.degreenameMaster of Fine Arts (M.F.A.)en
dc.description.degreenameศิลปมหาบัณฑิต (ศล.ม.)th
dc.description.degreelevelMaster's Degreeen
dc.description.degreelevelปริญญาโทth
dc.description.degreedisciplineen
dc.description.degreedisciplineth
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