The growing interest in antioxidant-rich foods is driven by their potential to reduce the risk of chronic diseases such as cancer, cardiovascular conditions, and cellular degeneration. Ginger (Zingiber officinale), banana inflorescence (Musa paradisiaca L.), and roselle (Hibiscus sabdariffa L.) are herbal plants known for their high phenolic content, a crucial component in antioxidant activity. However, the bioactive compounds in these plants are often unstable when exposed to light, temperature, and oxygen, leading to a reduction in their efficacy. This study aims to investigate the optimal ratio of ginger, banana inflorescence, and roselle for encapsulation in liposomes—a technique designed to enhance the stability of bioactive compounds and improve their delivery efficacy. The research evaluates the antioxidant activity of the extracts using DPPH, ABTS, and FRAP methods, alongside total phenolic content (TPC) measurement. The most effective ratio for antioxidant activity will be selected for liposomal encapsulation, employing phospholipids as key structural components. The encapsulation efficiency (EE%) will be calculated to assess the effectiveness of the liposomal delivery system. The findings are expected to identify the optimal combination of ginger, banana inflorescence, and roselle that maximizes antioxidant potency and enhances the stability of bioactive compounds through liposomal encapsulation. This approach offers a promising strategy for developing herbal health supplements that maintain their biological properties over time.
การเสื่อมสภาพของเซลล์จากอนุมูลอิสระเป็นสาเหตุหลักที่นำไปสู่การเกิดโรคเรื้อรังต่าง ๆ เช่น โรคมะเร็ง โรคหัวใจ และการเสื่อมสภาพของเซลล์ในระบบต่าง ๆ ของร่างกาย ดังนั้นการใช้สารต้านอนุมูลอิสระจากธรรมชาติจึงเป็นวิธีหนึ่งในการลดความเสี่ยงจากการเกิดโรคเหล่านี้ ขิง ปลีกล้วย และกระเจี๊ยบ เป็นพืชที่มีสารต้านอนุมูลอิสระและสารฟีนอลิกที่มีคุณสมบัติในการป้องกันความเสื่อมของเซลล์ อย่างไรก็ตาม สารเหล่านี้อาจสูญเสียประสิทธิภาพเมื่อสัมผัสกับปัจจัยภายนอก เช่น แสง ความร้อน และออกซิเจน ดังนั้นการใช้เทคนิคการห่อหุ้มสารด้วยวิธีลิโพโซม จึงช่วยเพิ่มความเสถียรของสารสำคัญและเพิ่มประสิทธิภาพในการนำส่งสารไปยังจุดเป้าหมายจึงเป็นสิ่งสำคัญ

คณะครุศาสตร์อุตสาหกรรมและเทคโนโลยี
This aimed to 1) develop an effective augmented reality (AR) media integrated with the metaverse to enhance English phonics and communication skills. 2) To evaluate English pronunciation skills using augmented reality media integrated with the metaverse, and 3) To assess English communication skills through interactions within the metaverse. The sample group comprised 120 Grade 4 students from two classrooms in the first semester of the 2024 academic year, selected through cluster random sampling and divided into experimental and control groups. The research instruments included AR media sets, media quality assessment forms, phonics tests, and English communication skills assessment forms, administered before and after the learning intervention. Data analysis employed mean (x ̅), standard deviation (S), t-tests for independent samples, and one-way analysis of variance (Multivariate Analysis of Variance: One-Way MANOVA) to compare mean score differences between the experimental and control groups. Results indicated that the overall quality of the AR media kit with the metaverse was rated at a very high level (x ̅= 4.80, S.D. = 0.12). Evaluating specific aspects showed that the content quality was at the highest level (x ̅= 4.92, S.D. = 0.07), while the media production technique also rated highly (x ̅ = 4.70, S.D. = 0.17). Furthermore, the English pronunciation and communication skills of the Grade 4 students using the AR media with the metaverse were significantly higher after the intervention compared to before, the overall quality of the AR media integrated with the metaverse was rated at the highest level (x ̅= 4.80, S.D. = 0.12). For individual aspects, content quality was rated at the highest level (x ̅= 4.92, S.D. = 0.07), and media production techniques were also rated at the highest level (x ̅ = 4.70, S.D. = 0.17). Comparing the mean scores of English pronunciation and communication skills between the two groups, it was found that the experimental group using AR media integrated with the metaverse demonstrated significantly higher English pronunciation skills than the control group (F(1, 89) = 3261.422, p = 0.001, Partial η² = 0.98). Additionally, the experimental group exhibited significantly higher English communication skills than the control group (F(1, 89) = 4239.365, p = 0.001, Partial η² = 0.98). These results aligned with the research hypothesis that "Grade 4 students’ English pronunciation and communication skills post-learning with AR media integrated with the metaverse would significantly improve compared to their pre-learning levels at the .05 level of significance.

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).

คณะสถาปัตยกรรม ศิลปะและการออกแบบ
In the world of blood donation, there are 2 types of people: those who donate blood and those who don't. Most campaigners emphasize how to persuade more people to donate blood and recruit more new blood donors. We believe that even though such focus is important, there're more critical aspects that might have been neglected, which is: for those who have already made up their minds to be blood doners, will they be successful in donating when the time comes? According to our studies, only 63 % of attempted doners are successful. Regrettably, 37 % has to go home disappointed as their bodies are not fit for the conditions required by Red Cross medical staff at blood donation centers (which include some most basic preparations such as low-fat food intake and 8-hours sleep on the night before). Our campaign, ‘Blood in Need, Buddy Indeed’, focuses on 2 aspects. Firstly, to persuade more people to donate blood. Secondly, for those who have made up their minds to donate blood, we will provide necessary support (both body and mind) so that they are fully prepared and successful in donating blood when the time comes via networks of systems, staffs and the newly designed and prototype of the application ‘Blood D’. Our campaign covers the whole ‘before/during/after’ experience of users (as blood doners). Support includes assessment of their current condition whether they are within the requirement of Red Cross Blood Bank. ‘Blood D’ will also provide relevant information on blood donating events, such as locations, and time booking. Once sign-up, the application “Blood D” will sent friendly reminder and clear infographic on how to prepare their bodies as daily notifications during the 7 days countdown. This is to ensure that the users’ blood will be ‘D’ (homophone of the Thai word ‘ดี’ which mean ‘good’ and at the same time playing on the word ‘ Buddy’) or be the ‘good blood’ that can save lives for those in need. After organizing 4 blood donation events both within and outside the KMITL. The numbers of successful blood doners have increased from 63 % to 78 % (this number is the average of 4 events, with the most successful event of 89%). The campaign has won the first runner up in national blood donation campaign competition. It is highly anticipated that once the application “Blood D” is fully launched, it will help increase the amount of blood collected up to 15% with the same numbers of existing doners.