Effects of digital game-based learning on students' digital etiquette literacy, learning motivations, and engagement

被引:21
作者
Zheng, Yunxiang [1 ]
Zhang, Junyi [1 ]
Li, Yumeng [1 ]
Wu, Xiaomin [1 ]
Ding, Ruofei [1 ]
Luo, Xianfei [1 ]
Liu, Panpan [1 ]
Huang, Jingxiu [1 ]
机构
[1] South China Normal Univ, Sch Educ Informat Technol, Guangzhou, Peoples R China
关键词
Digital game-based learning; Digital citizenship; Digital etiquette literacy; Learning motivations; Learning engagement; MORAL EDUCATION CURRICULUM; FLOW EXPERIENCE; VIDEO GAMES; CITIZENSHIP; DESIGN; PERFORMANCE; MATHEMATICS; PRINCIPLES; COMPUTER; SCIENCE;
D O I
10.1016/j.heliyon.2023.e23490
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Recent years have seen a substantial rise in the number of children and teenagers surfing the Internet; however, not all use this resource responsibly. Digital etiquette, a core element of digital citizenship, contributes to proper Internet adoption and reduces inappropriate behavior in cyberspace. To protect children and teenagers from harm online, it is essential to familiarize them with digital etiquette literacy and codes of Internet conduct from an early age. Digital citizenship education is relatively rare in Chinese primary schools. Research on student performance in this regard is also lacking. Digital game-based learning (DGBL) has demonstrated potential to enhance students' learning, motivations, and engagement. In this paper, we designed and implemented a digital game-based course intended to foster students' digital etiquette literacy. A quasiexperiment in a primary school in Guangzhou revealed that compared with conventional learning, DGBL improved students' digital etiquette literacy while positively influencing their learning-related motivations and engagement. This study can serve as a reference for primary or secondary schools interested in teaching digital etiquette to support global digital citizenship education.
引用
收藏
页数:18
相关论文
共 124 条
[11]   Moral Education for Sustainable Development: Comparison of University Teachers' Perceptions in China and Pakistan [J].
Asif, Tahseen ;
Ouyang Guangming ;
Haider, Muhammad Asif ;
Colomer, Jordi ;
Kayani, Sumaira ;
ul Amin, Noor .
SUSTAINABILITY, 2020, 12 (07)
[12]   From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement [J].
Bai, Shurui ;
Hew, Khe Foon ;
Sailer, Michael ;
Jia, Chengyuan .
COMPUTERS & EDUCATION, 2021, 173
[13]   Evaluating a Middle-School Digital Citizenship Curriculum (Screenshots): Quasi-Experimental Study [J].
Bickham, David S. ;
Moukalled, Summer ;
Inyart, Heather K. ;
Zlokower, Rona .
JMIR MENTAL HEALTH, 2021, 8 (09)
[14]  
Birhan W., 2021, Social Sciences Humanities Open, V4, P100171, DOI [https://doi.org/10.1016/j.ssaho.2021.100171, DOI 10.1016/J.SSAHO.2021.100171]
[15]   Fostering Intrinsic Motivation through Avatar Identification in Digital Games [J].
Birk, Max V. ;
Atkins, Cheralyn ;
Bowey, Jason T. ;
Mandryk, Regan L. .
34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016, 2016, :2982-2995
[16]   The role of psychology in understanding the impact of computer games [J].
Boyle, Elizabeth ;
Connolly, Thomas M. ;
Hainey, Thomas .
ENTERTAINMENT COMPUTING, 2011, 2 (02) :69-74
[17]  
Capuno R., 2022, World Journal on Educational Technology: Current Issues, V14, P426, DOI [DOI 10.18844/WJET.V14I2.6952, 10.18844/wjet.v14i2.6952]
[18]  
Carstens KJ., 2021, The Turkish Online Journal of Educational Technology, V20, P105
[19]  
China Internet Network Information Center, 2023, The 51th statistical report on China's internet development
[20]   A Concept Analysis of Digital Citizenship for Democratic Citizenship Education in the Internet Age [J].
Choi, Moonsun .
THEORY AND RESEARCH IN SOCIAL EDUCATION, 2016, 44 (04) :565-607