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, 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.

Язык: 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

и другие.

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.

Язык: Английский

Процитировано

23

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

и другие.

Education and Information Technologies, Год журнала: 2025, Номер unknown

Опубликована: Фев. 14, 2025

Язык: Английский

Процитировано

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

и другие.

Learning and Motivation, Год журнала: 2025, Номер 90, С. 102123 - 102123

Опубликована: Март 25, 2025

Язык: Английский

Процитировано

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, 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.

Язык: Английский

Процитировано

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

и другие.

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.

Язык: Английский

Процитировано

7

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

и другие.

Educational Technology Research and Development, Год журнала: 2024, Номер 72(4), С. 2297 - 2324

Опубликована: Апрель 24, 2024

Язык: Английский

Процитировано

0

Promoting technological literacy through virtual game-based field trips: Effects on knowledge, attitudes, and gender DOI Creative Commons
Phillip T. Bengel, Carina Peter

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.

Язык: Английский

Процитировано

0

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

Given Mnisi,

Günther Drevin, Lynette Drevin

и другие.

Lecture notes in networks and systems, Год журнала: 2024, Номер unknown, С. 635 - 646

Опубликована: Янв. 1, 2024

Язык: Английский

Процитировано

0

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

Pucheng Huang,

Shaoshan Deng

и другие.

Опубликована: Июль 29, 2024

Язык: Английский

Процитировано

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

и другие.

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.

Язык: Английский

Процитировано

0