Digital game-based learning of information literacy: Effects of gameplay modes on university students' learning performance, motivation, self- efficacy and flow experiences
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作者:
Zou, Di
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Educ Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R ChinaEduc Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
Zou, Di
[1
]
Zhang, Ruofei
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Educ Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R ChinaEduc Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
Zhang, Ruofei
[1
]
Xie, Haoran
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机构:
Lingnan Univ, Dept Comp & Decis Sci, Tuen Mun, Hong Kong, Peoples R ChinaEduc Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
Xie, Haoran
[2
]
Wang, Fu Lee
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Open Univ Hong Kong, Sch Sci & Technol, Kowloon, Hong Kong, Peoples R ChinaEduc Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
Wang, Fu Lee
[3
]
机构:
[1] Educ Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
[2] Lingnan Univ, Dept Comp & Decis Sci, Tuen Mun, Hong Kong, Peoples R China
[3] Open Univ Hong Kong, Sch Sci & Technol, Kowloon, Hong Kong, Peoples R China
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 experiences. 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 exercises. Their motivation, selfefficacy and flow experiences 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 experiences. 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 experience, 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. Implications for practice or policy: Teachers can help students to improve their IL learning performance, motivation, selfefficacy and flow experiences by encouraging them to play games in collaborative or competitive modes. Teachers can increase students' engagement in learning by adding collaborative and competitive elements in teaching and learning. Teachers can enhance students' knowledge comprehension and consolidation by integrating discussion, collaboration and interaction in classroom activities.
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页码:152 / 170
页数:19
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机构:
Educ Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R ChinaEduc Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
Su, Fan
Zou, Di
论文数: 0引用数: 0
h-index: 0
机构:
Educ Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R ChinaEduc Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
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Romero M., 2017, Game-Based Learning Across the Lifespan: Cross-Generational and Age-Oriented Topics, P1, DOI [10.1007/978-3-319-41797-4_1, DOI 10.1007/978-3-319-41797-4_1]
机构:
Educ Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R ChinaEduc Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China
Su, Fan
Zou, Di
论文数: 0引用数: 0
h-index: 0
机构:
Educ Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R ChinaEduc Univ Hong Kong, Dept English Language Educ, Hong Kong, Peoples R China