其他摘要:This research had the following objectives: (1) to develop a board game based on critical thinking to enhance digital citizenship; and (2) to study the results of using a board game based on critical thinking. The first phase to develop a board game based on critical thinking. The quality was inspected by 3 specialists to evaluate educational technology and 3 specialists to evaluate in content were tested on five representatives of the sample group and observed behavior. The second phase of the study was the result of using the board game and based on critical thinking. The sample group of Grade Seven students at Srinagarindra the Princess Mother School, Lopburi by simple random sampling. The research instruments in this study consisted of (1) Board game based on critical thinking (2) Digital Citizenship Assessment. The data were analyzed by using arithmetical mean, standard deviation (SD), comparison of digital citizenship using a dependent t-test, a dependent sample and content analysis. The research findings were as follows: (1) an inspection of quality found the appropriateness of developing a board game based on critical thinking, the students found the level of appropriateness to be “very high”; and (2) the results of using the board game based on critical thinking had a significantly higher level of digital citizenship than before the trial at a level of .05.