Understanding the Impacts of Storytelling and Player Perspective on Learning Outcomes: The Mediating Roles of Engagements DOI
Shanshan Shang, Nana Ni

International Journal of Human-Computer Interaction, Journal Year: 2023, Volume and Issue: unknown, P. 1 - 20

Published: Dec. 6, 2023

This study leverages the framework of game-based learning to investigate effects storytelling and player perspective on outcomes perceived effectiveness performance. The also explores potential mediating roles four distinct types engagement: behavioral, cognitive, affective, social. A 2*2 + 1 between-subjects experiment (linear versus nonlinear * first-person third-person non-game-based learning) is employed impacts these factors outcomes. results reveal a significant increase in performance when game elements are added. Contrary expectations, linear have significantly higher positive compared perspective. engagement mediate relationships between storytelling, perspective, outcomes, indicating that play critical explaining effect mechanism. sheds light theoretical practical implications results.

Language: Английский

Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement DOI Creative Commons
Yunxiang Zheng, Junyi Zhang, Yumeng Li

et al.

Heliyon, Journal Year: 2023, Volume and Issue: 10(1), P. e23490 - e23490

Published: Dec. 9, 2023

Recent years have seen a substantial rise in the number of children and teenagers surfing Internet; however, not all use this resource responsibly. Digital etiquette, core element digital citizenship, contributes to proper Internet adoption reduces inappropriate behavior cyberspace. To protect from harm online, it is essential familiarize them with etiquette literacy codes conduct an early age. citizenship education relatively rare Chinese primary schools. Research on student performance regard also lacking. game-based learning (DGBL) has demonstrated potential enhance students' learning, motivations, engagement. In paper, we designed implemented course intended foster literacy. A quasi-experiment school Guangzhou revealed that compared conventional DGBL improved while positively influencing their learning-related motivations This study can serve as reference for or secondary schools interested teaching support global education.

Language: Английский

Citations

23

Effects of digital citizenship educational game on teenagers’ learning achievement, motivation, cognitive load, and behavioral patterns DOI
Jiawen Liu, Rustam Shadiev, Mei Cao

et al.

Education and Information Technologies, Journal Year: 2025, Volume and Issue: unknown

Published: Feb. 14, 2025

Language: Английский

Citations

0

Influence of digital game-based learning on social collaboration, problem-solving skills, and motivation: An integrative approach of expectancy-value theory and flow theory DOI
Yingjun Pan,

X Shao,

Goodarz Shakibaei

et al.

Learning and Motivation, Journal Year: 2025, Volume and Issue: 90, P. 102123 - 102123

Published: March 25, 2025

Language: Английский

Citations

0

A review of empirical research on game-based digital citizenship education DOI
Jiawen Liu, Rustam Shadiev

Education and Information Technologies, Journal Year: 2025, Volume and Issue: unknown

Published: April 10, 2025

Language: Английский

Citations

0

Gamification of Cybersecurity Awareness for Non-IT Professionals: A Systematic Literature Review DOI Creative Commons
Anderson Kevin Gwenhure, Flourensia Sapty Rahayu

International Journal of Serious Games, Journal Year: 2024, Volume and Issue: 11(1), P. 83 - 99

Published: March 22, 2024

This literature review delves into research on the gamification of cybersecurity awareness for non-IT professionals, aiming to provide an accurate report known and unknown information regarding three key questions: impact interest engagement, measurable results related game elements their connection specific learning goals, long-term effectiveness gamified cybersecurity. Examining five relevant papers, findings confirm short-term indicate that incorporation various elements, such as storytelling, team leaderboards, interactive scenarios, in increased knowledge, improved positive behavior changes aligned with goals. However, also identifies recurring gaps evaluating individual customizing strategies professionals. Highlighting a critical gap understanding effectiveness, we argue further empirical studies consider habituation effects, emphasizing need nuanced gamification's over extended period. Thus, contributes existing body knowledge by necessity focusing sustained, effects initiatives.

Language: Английский

Citations

3

Psychological and Educational Factors of Digital Competence Optimization Interventions Pre- and Post-COVID-19 Lockdown: A Systematic Review DOI Open Access
Alberto Díaz-Burgos, Jesús Nicasio García Sánchez,

María-Lourdes Álvarez-Fernández

et al.

Sustainability, Journal Year: 2023, Volume and Issue: 16(1), P. 51 - 51

Published: Dec. 20, 2023

The rapid development of the ever-changing information and communication society demands skills from its members that allow access to adapt various situations they may face. To achieve this, it is essential acquire a set key competencies throughout different stages life, among which we find digital competence. This systematic review aims analyse, through series focal points indicators, internationally published interventions in last ten years aimed at improving literacy acquisition this competence by students early childhood education, primary higher as well professionals fields. procedure followed for selection has been documented graphically represented according PRISMA statement, with searches conducted across databases journals. In total, 26 studies were selected, covering period before, during, after COVID-19 health lockdown, influence lockdown on was examined. obtained results show evolution selected terms general aspects, instructional evaluative procedures, fidelity, encountered limitations. demonstrate growing concern competence, amplified needs arising during evidenced an increase goal. It also showcases relationship between adequate nurturing other psychoeducational variables like motivation or satisfaction.

Language: Английский

Citations

8

Knowledge check-based concept mapping in digital games: impacts on students’ learning performance and behaviors DOI
Kuan‐Fu Chen, Gwo‐Jen Hwang, Mei‐Rong Alice Chen

et al.

Educational Technology Research and Development, Journal Year: 2024, Volume and Issue: 72(4), P. 2297 - 2324

Published: April 24, 2024

Language: Английский

Citations

0

Digital Wellness of Preschool Children: The Story of Cyber-cat and the Consequences of Hacking DOI

Given Mnisi,

Günther Drevin, Lynette Drevin

et al.

Lecture notes in networks and systems, Journal Year: 2024, Volume and Issue: unknown, P. 635 - 646

Published: Jan. 1, 2024

Language: Английский

Citations

0

Effects of digital game-based learning on students’ digital commerce literacy and learning engagement DOI
Shumin Chen,

Pucheng Huang,

Shaoshan Deng

et al.

Published: July 29, 2024

Language: Английский

Citations

0

Empowering Young Learners: A Study of Intrinsic and Extrinsic Motivation to Learn English in Junior High School DOI Creative Commons
Titin Nurhayati, Paulus Kuswandono,

Ouda Teda Ena

et al.

Jurnal Studi Guru dan Pembelajaran, Journal Year: 2024, Volume and Issue: 7(3), P. 1235 - 1248

Published: Dec. 3, 2024

The main issue in this research is how to determine the dominant type of motivation perceived by junior high school students learning English, and factors self-satisfaction obligation shape students' intrinsic extrinsic process English. aims know schools English students’ learn This employed a mixed method that combines quantitative qualitative data. researchers used closed-ended questionnaire semi-structured interview gather data from were analyzed calculating mean each statement. Likert scale was applied assess level student's At same time, analyzed. participants 60 SMP N 1 Selopampang Temanggung. findings showed at level, while moderate level. Moreover, influenced excitement. However, combination control regulation style self-satisfaction. Hence factor can drive individual finding would impact teacher teaching media, material, strategies selected increase reduce loss.

Language: Английский

Citations

0