The effect of digital game-based learning on secondary level students’ learning of Internet literacy

被引:0
|
作者
Hakan Tüzün
Sedef Sert
Ömer Demir
机构
[1] Hacettepe University,Department of Computer Education and Instructional Technology
[2] Turkey Ministry of National Education,Mimar Sinan Anatolia Teacher High School
[3] Hakkari University,Çölemerik Vocational School of Higher Education, Department of Computer Technologies
来源
关键词
Secondary school; Internet literacy; Digital game-based learning; Experimental design; Gender; Two-way ANCOVA;
D O I
暂无
中图分类号
学科分类号
摘要
Since the effectiveness of pedagogies relies heavily on the context they are practiced, scholars strive to revalidate them with different participants representing different disciplines, age, cultures and so on. In this regard, this piece of work was undertaken so as to reveal the impact of a digital game-based learning environment on the achievement of secondary school participants in the topic of Internet literacy in Turkey. To this end, a three dimensional multi-user digital game-based learning environment through Active Worlds game engine was created. The static-group pre-test post-test design was adopted. We recruited 266 students attending 10th-grade at a public high school. The participants were block-randomized to the groups. The control group partook in a lecture-based learning environment for two weeks, whereas the experimental group learned with a digital game-based learning environment. The results ascertained that even though there were significant learning gains in control as well as experimental groups, no substantial significant difference was observed in the achievement across the groups. The results illustrated that the interaction of method and gender had no influence on the achievement. Particularities of the context of the study causing the results and study’s far-reaching implications were discussed.
引用
收藏
页码:8837 / 8853
页数:16
相关论文
共 50 条
  • [11] Digital Game-Based Learning INTRODUCTION
    Sadera, William
    Li, Qing
    Song, Liyan
    Liu, Leping
    COMPUTERS IN THE SCHOOLS, 2014, 31 (1-2) : 1 - 1
  • [12] Digital Game-based Learning and Learning Analytics in Mathematics
    Ramli, Izzat S. Mohd
    Maat, Siti M.
    Khalid, Fariza
    PEGEM EGITIM VE OGRETIM DERGISI, 2023, 13 (01): : 168 - 176
  • [13] IMPACTS OF LEARNING PREFERENCES ON DIGITAL GAME-BASED LEARNING
    Bufe, J.
    Kroemker, D.
    EDULEARN10: INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2010, : 434 - 443
  • [14] Empirical Study on the Effect of Digital Game-Based Instruction on Students' Learning Motivation and Achievement
    Chen, Yen-Chun
    EURASIA JOURNAL OF MATHEMATICS SCIENCE AND TECHNOLOGY EDUCATION, 2017, 13 (07) : 3177 - 3187
  • [15] From traditional to digital: factors to integrate traditional game-based learning into digital game-based learning environment
    Hsu, Sbeng-Hui
    Wu, Po-Han
    Huang, Tien-Chi
    Jeng, Yu-Lin
    Huang, Yueb-Min
    DIGITEL 2008: SECOND IEEE INTERNATIONAL CONFERENCE ON DIGITAL GAME AND INTELLIGENT TOY ENHANCED LEARNING, PROCEEDINGS, 2008, : 83 - 89
  • [16] Game-Based Learning for Fostering Digital Literacy in Older Adults: An Intergenerational Approach
    Perim, Claudilene
    Sousa, Carla
    Damasio, Manuel Jose
    HUMAN ASPECTS OF IT FOR THE AGED POPULATION, PT I, ITAP 2024, 2024, 14725 : 242 - 260
  • [17] DIGITAL GAME-BASED LEARNING FOR THE NET GENERATION: PERCEPTIONS OF UNIVERSITY STUDENTS
    Roodt, Sumarie
    Saunders, Brandon
    9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 7774 - 7783
  • [18] Effect of Digital Game-Based Learning on Student Engagement and Motivation
    Nadeem, Muhammad
    Oroszlanyova, Melinda
    Farag, Wael
    COMPUTERS, 2023, 12 (09)
  • [19] Mobile game-based learning in secondary education: Students' immersion, game activities, team performance and learning outcomes
    Huizenga, Jantina
    Admiraal, Wilfried
    ten Dam, Geert
    Voogt, Joke
    COMPUTERS IN HUMAN BEHAVIOR, 2019, 99 (137-143) : 137 - 143
  • [20] The Effect of Game-Based Learning on Students' Learning Performance in Science Learning - A Case of "Conveyance Go"
    Liu, Eric Zhi Feng
    Chen, Po-Kuang
    13TH INTERNATIONAL EDUCATIONAL TECHNOLOGY CONFERENCE, 2013, 103 : 1044 - 1051