International Journal of Human-Computer Interaction,
Год журнала:
2023,
Номер
unknown, С. 1 - 20
Опубликована: Дек. 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.
Heliyon,
Год журнала:
2023,
Номер
10(1), С. e23490 - e23490
Опубликована: Дек. 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.
International Journal of Serious Games,
Год журнала:
2024,
Номер
11(1), С. 83 - 99
Опубликована: Март 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.
Sustainability,
Год журнала:
2023,
Номер
16(1), С. 51 - 51
Опубликована: Дек. 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.
European Journal of Geography,
Год журнала:
2024,
Номер
15(2), С. 120 - 134
Опубликована: Июль 1, 2024
Virtual
field
trips
in
combination
with
digital
game-based
learning
offer
great
potential
for
creating
new
environments,
especially
geography
education.
Those
approaches
are
not
only
needed
to
transfer
knowledge
but
also
contribute
a
more
technologically
literate
society.
For
the
future
design
of
spaces
and
corresponding
professional
development
teachers,
it
is
indispensable
learn
what
pedagogical
advantages
limitations
fully
virtual
are.
this,
necessary
know
whether
purely
concepts
differ
from
those
applied
technology-supported
on
site.
When
comes
promoting
technological
literacy,
additional
relevant
questions
there
influences
participants’
attitudes
toward
modern
technologies
implied
gender
effects
this
regard.
An
empirical
comparative
study
total
n=110
German
high
school
students
was
conducted
using
survey
answer
these
questions.
Key
results
that
actual
designs
can
be
equally
effective
transfer.
Further
certain
technology-averse
could
identified,
which
were
prevalent
among
females
than
males.
This
gap
leveled
out
by
trip.
Across
genders,
levels
aversion
reduced,
as
well,
while
affirmative
technology
rose.
Jurnal Studi Guru dan Pembelajaran,
Год журнала:
2024,
Номер
7(3), С. 1235 - 1248
Опубликована: Дек. 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.