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  • 标题:Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow e10.14742/ajet.periences
  • 本地全文:下载
  • 作者:Di Zou ; Di Zou ; Ruofei Zhang
  • 期刊名称:Australasian Journal of Educational Technology
  • 印刷版ISSN:1449-3098
  • 电子版ISSN:1449-5554
  • 出版年度:2021
  • 卷号:37
  • 期号:2
  • 页码:152-170
  • DOI:10.14742/ajet.6682
  • 语种:English
  • 出版社:Australasian Society for Computers in Learning in Tertiary Education
  • 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 e10.14742/ajet.periences. 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 e10.14742/ajet.ercises. Their motivation, selfefficacy and flow e10.14742/ajet.periences 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 e10.14742/ajet.periences. 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 e10.14742/ajet.perience, 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.
  • 关键词:educational game;information literacy;flow state;self-efficacy;competition, quantitative
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