Digital game-based learning of information literacy: Effects of gameplay modes on university students' learning performance, motivation, self- efficacy and flow experiences

被引:36
|
作者
Zou, Di [1 ]
Zhang, Ruofei [1 ]
Xie, Haoran [2 ]
Wang, Fu Lee [3 ]
机构
[1] Educ Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
[2] Lingnan Univ, Dept Comp & Decis Sci, Tuen Mun, Hong Kong, Peoples R China
[3] Open Univ Hong Kong, Sch Sci & Technol, Kowloon, Hong Kong, Peoples R China
关键词
educational game; information literacy; flow state; self-efficacy; competition; quantitative; COMPETITION; TECHNOLOGY; ENGLISH; DESIGN; SKILLS; ENGAGEMENT; TRENDS; IMPACT; TIME;
D O I
10.14742/ajet.6682
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the game in collaborative, competitive and solo modes. Their IL knowledge was measured through a post-test after they completed the game and associated exercises. Their motivation, selfefficacy and flow experiences were evaluated through a questionnaire survey. The results indicated statistically significant effects of the gameplay modes on the students' learning performance, motivation, self-efficacy and flow experiences. The solo mode was inferior to the other two in all four aspects. The collaborative mode significantly outperformed the competitive mode in terms of enhancing learning performance and flow experience, while the competitive mode was significantly better in terms of promoting self-efficacy. These two modes were similarly effective in the dimension of motivation. Based on the results, we suggest that students play games in the collaborative or competitive modes when conditions permit. We also advise teachers to provide students with rich opportunities for discussion, collaboration and interaction and believe that an appropriate competitive atmosphere is important. Implications for practice or policy: Teachers can help students to improve their IL learning performance, motivation, selfefficacy and flow experiences by encouraging them to play games in collaborative or competitive modes. Teachers can increase students' engagement in learning by adding collaborative and competitive elements in teaching and learning. Teachers can enhance students' knowledge comprehension and consolidation by integrating discussion, collaboration and interaction in classroom activities.
引用
收藏
页码:152 / 170
页数:19
相关论文
共 50 条
  • [1] Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics
    Chun-Ming Hung
    Iwen Huang
    Gwo-Jen Hwang
    [J]. Journal of Computers in Education, 2014, 1 (2-3) : 151 - 166
  • [2] Effects of digital game-based learning on students' digital etiquette literacy, learning motivations, and engagement
    Zheng, Yunxiang
    Zhang, Junyi
    Li, Yumeng
    Wu, Xiaomin
    Ding, Ruofei
    Luo, Xianfei
    Liu, Panpan
    Huang, Jingxiu
    [J]. HELIYON, 2024, 10 (01)
  • [3] Effects of Digital Game-Based Learning on Students' Cyber Wellness Literacy, Learning Motivations, and Engagement
    Wang, Ke
    Liu, Panpan
    Zhang, Junyi
    Zhong, Jinping
    Luo, Xianfei
    Huang, Jingxiu
    Zheng, Yunxiang
    [J]. SUSTAINABILITY, 2023, 15 (07)
  • [4] The Comparison of Solitary and Collaborative Modes of Game-based Learning on Students' Science Learning and Motivation
    Chen, Ching-Huei
    Wang, Kuan-Chieh
    Lin, Yu-Hsuan
    [J]. EDUCATIONAL TECHNOLOGY & SOCIETY, 2015, 18 (02): : 237 - 248
  • [5] The effect of digital game-based learning on secondary level students' learning of Internet literacy
    Tuezuen, Hakan
    Sert, Sedef
    Demir, Oemer
    [J]. EDUCATION AND INFORMATION TECHNOLOGIES, 2023, 28 (07) : 8837 - 8853
  • [6] The effect of digital game-based learning on secondary level students’ learning of Internet literacy
    Hakan Tüzün
    Sedef Sert
    Ömer Demir
    [J]. Education and Information Technologies, 2023, 28 : 8837 - 8853
  • [7] Effects of game-based learning supports on students’ math performance and perceived game flow
    Yanjun Pan
    Fengfeng Ke
    [J]. Educational technology research and development, 2023, 71 : 459 - 479
  • [8] Effects of game-based learning supports on students' math performance and perceived game flow
    Pan, Yanjun
    Ke, Fengfeng
    [J]. ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2023, 71 (02): : 459 - 479
  • [9] Motivation and Mathematical Performance Using Digital Game-Based Learning in Kindergarten
    Varas-Pavez, Antonia
    Sepulveda, Felipe
    Balladares, Jaime
    Peake, Christian
    [J]. COMPUTERS IN THE SCHOOLS, 2024,
  • [10] The effects of students' self-efficacy, self-regulated learning strategy, perceived and actual learning effectiveness: A digital game-based learning system
    Lin, Ying-Lien
    Wang, Wei-Tsong
    Hsieh, Min-Ju
    [J]. EDUCATION AND INFORMATION TECHNOLOGIES, 2024,