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

คณะสถาปัตยกรรม ศิลปะและการออกแบบ
This research aims to study the guidelines and develop a prototype of an application for public transport users to plan their journey and increase safety in using different types of public transport to travel to King Mongkut's Institute of Technology Ladkrabang. The objectives are as follows: 1) To study the factors of user experience (UX) and user interface (UI) design that affect the users of the application for using public transport. 2) To study the needs of users of public transport applications who must travel to King Mongkut's Institute of Technology Ladkrabang. 3) To present the guidelines for designing the user experience (UX) and user interface (UI) and to produce a prototype of the application for using public transport to travel to King Mongkut's Institute of Technology Ladkrabang. The research includes a review of the literature on User Experience (UX) and User Interface (UI) design, as well as a look at examples of public transportation applications and pick-up sites near King Mongkut's Institute of Technology Ladkrabang. This study is based on qualitative research. There are examples of employing relevant applications during the interview. The target audience is students aged 18 to 35 who will give prototypes for application development to satisfy their requirements. Provide information that is actually useful to users. The research results found that the public transport vehicles that the target group used the most were the Songthaew (the pick-up truck), train, airport rail link, motorcycle taxi, taxi, and bus, respectively. Users were concerned about various safety issues and wanted to design features to increase safety and confidence in using public transport vehicles for students, such as sending locations to relevant officials in the event of an emergency or when assistance was needed, and important information about public transport vehicles that students needed, such as calculating prices, calculating travel times, bus schedules, official and clear pick-up and drop-off points, bus routes, driver registration, suggestions or route recommendations, and the time of public transport vehicles arriving at the point where users were waiting, etc. The guidelines for designing the User Experience (UX) were presented from the analysis of the target group's data, which was a prioritization of the features of the menu for recording frequently used routes, a menu showing nearby pick-up points, a menu for searching for routes and selecting using various user constraints, such as calculating travel prices or travel times, and a menu that could set fonts and color modes to support a variety of users. This was because the study of user needs for fonts found an equal demand for Thai fonts with looped (Looped font) and without looped (Loopless font), as well as a study of the application's color requirements, which required both light and dark colors to be displayed in approximately equal amounts. This includes the design of the user interface (User Interface) by designing symbols that allow users to access the desired information quickly without confusion.

คณะเทคโนโลยีการเกษตร
Public Park Project: Coastal folk Park is a design park in the area of Ang Sila Subdistrict, Chonburi Province. In an area of 22 acre, it is intended to be a place of rest, recreation, and also a source of learning and conservation of the seashore and the traditional way of life of the area.

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).