Nowadays, assembling a computer is considered something close to many people. Everyone has a chance to catch it. which knowledge of various components of computers and skills in assembling computers. These 2 things mentioned above are things that the general public should have basic knowledge and understanding about. For the self-assembly of computers, We therefore would like to provide knowledge to the general public who wants to learn how to assemble a computer, including information about its components. Through presentation in the form of learning media using VR technology, which will help reduce the problem of errors. and resources used in assembly Ready to create excitement for users by simulating computer assembly for users to interact within the virtual world. experience and provide knowledge before actually putting it into practice with real equipment This project was therefore created for those interested in assembling computers. Especially for people who have no experience in computer assembly. Including people who would like to have the opportunity to try building a computer by themselves.
ในการประกอบคอมพิวเตอร์หนึ่งเครื่องนั้นจำเป็นต้องมีอุปกรณ์จริงในการประกอบ หากไม่มีก็ไม่สามารถทำได้ อีกทั้งผู้ที่จะประกอบไม่มีความรู้อาจส่งผลให้ต้องใช้เวลานานในการประกอบ และ ในการปฏิบัติจริงในบางกรณีอาจส่งผลเสียกับอุปกรณ์กรณีที่ประกอบผิดขั้นตอน ซึ่งโครงงานนี้จะช่วยให้ผู้ใช้สามารถได้ทดลองประกอบคอมพิวเตอร์ได้ด้วยตนเอง พร้อมกับให้ความรู้เบื้องต้น โดยผ่านการนำเสนอในรูปแบบสื่อการสอนด้วยเทคโนโลยีความจริงเสมือน เพื่อให้ผู้ใช้ได้มีปฏิสัมพันธ์ และ ได้จำลองสถานการณ์ ซึ่งจะช่วยให้ผู้ใช้งานสามารถเข้าใจ และ ได้ความรู้ในการประกอบคอมพิวเตอร์มากยิ่งขึ้น ก่อนที่จะนำความรู้ที่ได้ไปปฏิบัติกับอุปกรณ์จริงได้อย่างถูกต้อง

คณะครุศาสตร์อุตสาหกรรมและเทคโนโลยี
Ballet dancing requires clear and precise body gestures. To raise standard and motivation for Thai ballet dancers, this testing console is developed such that dancers and beginners are able to learn and keep track of their dancing progress. Their gestures can be compared with internationally recognized ballet dancers without face-to-face learning. This enables self-development according to their purposes and pace. The portable console is easy to use. Connect it to a monitor, turn on, and enjoy.

คณะเทคโนโลยีการเกษตร
Threadfin breams is an economically important fish that can be found in fisheries in both the Gulf of Thailand and Andaman Sea and is cheap. In addition, the consumption of raw fish as sashimi is increasingly popular in Thailand. Therefore, it is necessary to promote its consumption to increase its value. This study investigated the preservation of threadfin breams (N. furcosus) for raw or sashimi consumption. The preservation of threadfin breams consisted of Ikejime (K) and cold seawater (S) methods, and the preservation of the fish by Gutting (G) and whole (W) and storing for 3 days on ice (I) or in a refrigerator (F). The freshness quality of threadfin breams was evaluated by sensory, physicochemical (TVB-N, TMA-N and pH), freshness index (Ki-value) and microbiological methods. It was found that after being stored for 3 days, the KGF group of threadfin breams had the highest overall sensory score, which was 8.36±0.80 points, and the KWI, SWI and SWF groups of threadfin breams had the lowest overall sensory scores, which were 8.13±0.77, 8.13±0.77 and 8.13±0.81 points, respectively. And the overall sensory scores of all experimental groups of fish increased significantly (p<0.05). The TVB-N value of threadfin breams in KGF group had the lowest TVB-N value, which was 1.37±0.93 mg nitrogen/100 g sample. The threadfin breams in SGI group had the highest TVB-N value, which was 2.36±1.15 mg nitrogen/100 g sample. The TVB-N of fish in all experimental groups increased significantly (p<0.05). The TMA-N value of threadfin breams in KGF group had the lowest TMA-N value, which was 1.56±0.88 mg nitrogen/100 g sample. The threadfin breams in SWF group had the highest TMA-N value, which was 2.17±1.22 mg nitrogen/100 g sample. The TMA-N of fish in all experimental groups increased significantly (p<0.05). The pH value of threadfin breams in KGF group had the lowest pH value, which was 6.40±0.12. The threadfin breams in SWF group had the highest pH value, which was 6.78±0.25. The pH of fish in all experimental groups increased significantly (p<0.05). Ki value The threadfin breams in KGF group had the lowest Ki value, which was 9.05±0.73%. The threadfin breams in KWI group had the highest Ki value, which was 12.88±4.19%. The Ki value of all experimental groups of fish increased without statistical significance (p>0.05). In terms of freshness quality in microbiology, it was found that in all experimental groups, Salmonella spp., S. aureus, B. cereus, C. perfringens and E. coli were found in all experimental groups of threadfin breams. All types of microorganisms in all groups of threadfin breams increased with statistical significance (p<0.05). When compared with the freshness quality criteria in terms of sensory, chemical, physical, freshness index and microbiology, it was found that all groups of threadfin breams were very fresh and suitable for raw consumption during the preservation and storage for 3 days. After 3 days of storage, the threadfin breams should be consumed cooked because the freshness quality of the fish is not suitable for raw consumption due to the increase in various parameters. The increase in various parameters is due to the deterioration of the fish and the activities of microorganisms. Therefore, threadfin breams is suitable to promote raw consumption within 3 days of storage. In addition, fish preservation, especially by Ikejime method, then cutting open the belly and storing in the refrigerator, can help improve the freshness of the fish. The results of this study can be used to develop techniques for preserving fish after capture for fishermen and can promote the increase in the value of threadfin breams in the future.

คณะครุศาสตร์อุตสาหกรรมและเทคโนโลยี
This study aims to develop a board game for teaching Integrated Farming System and to examine the learning achievement of third-year vocational certificate students at Ratchaburi College of Agriculture and Technology who used the board game as a learning tool. The research instruments included a board game developed using the Educational Boardgame Design Canvas. The board game is a strategic planning game consisting of five game boards, and 166 cards categorized into four types: 30 event cards, 60 special action cards, 16 character cards, and 60 production cards. It also includes 180 resource tokens of six kinds: 60 water tokens, 60 soil tokens, 45 plant product tokens, 45 animal product tokens, 45 aquatic product tokens, and 45 currency tokens. Additional components include one die and five player aid sheets. The game emphasizes planning and decision-making in integrated farming to maximize production and achievement points under game conditions and simulated scenarios. Research tools also included pre-and post-tests and a satisfaction questionnaire. The results indicated that students’ average scores significantly increased at the .05 level after using the board game, with the average pre-test score at 6.54 and the post-test score rising to 17.71. Additionally, an analysis of student satisfaction with board game-based learning revealed a high level of satisfaction (mean score = 4.45). The highest-rated aspects were the teacher’s implementation of post-tests (mean score = 4.69) and the engaging and diverse teaching methods used (mean score = 4.66).