Leveling up advertising literacy! Investigating the cognitive and motivational effectiveness of a digital game for learning aimed at improving children's advertising literacy

被引:4
|
作者
Herrewijn, Laura [1 ]
De Jans, Steffi [1 ]
Hudders, Liselot [1 ]
Cauberghe, Veroline [1 ]
机构
[1] Univ Ghent, Korte Meer 7-9-11, B-9000 Ghent, Belgium
关键词
Advertising literacy; Digital game-based learning; Knowledge acquisition; Skills acquisition; Engagement; Attitude; Motivation; PERSUASION KNOWLEDGE; EMPIRICAL-EVIDENCE; COMPUTER GAMES; ADOLESCENTS; RESPONSES; EDUCATION; IMPACT; FLOW; PERFORMANCE; IMMERSION;
D O I
10.1016/j.elerap.2021.101036
中图分类号
F [经济];
学科分类号
02 ;
摘要
The study investigates both the cognitive and the motivational learning effects of a digital game for learning aimed at enhancing the advertising literacy of children. A four-level between-subjects experiment was set up in a classroom environment among 113 students from 9 to 12 years old. It compared between a control condition where participants received no intervention, a condition where participants received a more traditional, passive intervention (i.e. a digital informational brochure), and two conditions in which the participants received the game-based intervention, with participants in one condition playing the game for learning alone and participants in the other condition playing the game together with a classmate. The results show that after one exposure, the cognitive effects of the game-based and traditional interventions are similar. However, the game for learning had a significantly higher motivational effectiveness than the traditional intervention, especially when the game was played together with a classmate. The study investigates both the cognitive and the motivational learning effects of a digital game for learning aimed at enhancing the advertising literacy of children. A four-level between-subjects experiment was set up in a classroom environment among 113 students from 9 to 12 years old. It compared between a control condition where participants received no intervention, a condition where participants received a more traditional, passive intervention (i.e. a digital informational brochure), and two conditions in which the participants received the game-based intervention, with participants in one condition playing the game for learning alone and participants in the other condition playing the game together with a classmate. The results show that after one exposure, the cognitive effects of the game-based and traditional interventions are similar. However, the game for learning had a significantly higher motivational effectiveness than the traditional intervention, especially when the game was played together with a classmate.
引用
收藏
页数:16
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