The Role of Digital Tools in Enhancing Innovation Competencies in High School Student Projects

Main Article Content

Meka Deesongkram

Abstract

Background and Aim: Innovation competencies are increasingly recognized as essential for 21st-century learners. However, conventional classroom practices, particularly in secondary science education, often provide limited technological support for systematic innovation-oriented learning. This study aimed to examine the potential of integrating digital tools within Project-Based Learning (PBL) and the Engineering Design Process (EDP) to support students’ innovation competencies.


Materials and Methods: The study employed a quasi-experimental pre-test/post-test control group design. The sample consisted of 60 upper secondary students from Sakolrajwittayanukul School, divided into an experimental group (n = 30) and a control group (n = 30). The experimental group utilized a range of digital tools—Miro, Padlet, Tinkercad, Canva, VR/AR applications, Google Forms, and IoT sensors—throughout a six-week science project, whereas the control group conducted the project using traditional methods. Research instruments included a 30-item Innovation Competency Questionnaire (ICQ) covering six domains (Cronbach’s α = .89), a five-dimension project assessment rubric, and semi-structured interviews. Quantitative data were analyzed using descriptive statistics, t-tests, ANOVA, and Cohen’s d, while qualitative data were examined through thematic analysis.


Results: Findings revealed that the experimental group demonstrated statistically significant improvements across all innovation competency domains (p < .001), with very large effect sizes (d > 2.00). The overall mean score increased from 3.19 to 4.10 (d = 2.73), whereas the control group showed only a marginal increase from 3.16 to 3.30. The most pronounced gains were observed in digital literacy (d = 2.64), followed by adaptability and lifelong learning (d = 2.41), and design thinking (d = 2.36). Qualitative analysis further indicated substantially higher levels of peer interaction and iterative prototype refinement in the experimental group compared to the control group. Additional themes included enhanced conceptual understanding through VR/AR-supported activities, increased learning motivation, and strengthened confidence in presenting project outcomes.


Conclusion: The findings provide evidence that integrating digital tools within problem-based learning (PBL) enhanced by the engineering design process (EDP) has substantial potential to support the development of students’ innovation competencies. These results align with constructivist learning principles and previous research highlighting technology-supported collaborative learning. Despite its strengths, the study is limited by its short intervention period, varying access to digital technologies, and a relatively small sample size. Nevertheless, the findings suggest that the integration of digital tools may contribute meaningfully to the transformation of science project-based learning by fostering creativity, problem-solving abilities, and digital fluency among upper secondary school students.

Article Details

How to Cite
Deesongkram, M. (2026). The Role of Digital Tools in Enhancing Innovation Competencies in High School Student Projects. Journal of Education and Learning Reviews, 3(2), e2681. https://doi.org/10.60027/jelr.2026.e2681
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Articles
Author Biography

Meka Deesongkram, Sakolrajwittayanukul School, Secondary Educational Service Area Office, Sakon Nakhon, Thailand

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