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
  • [21] Digital game-based learning for remedial mathematics students: A new teaching and learning approach in Malaysia
    Hussain, Sayed Yusoff Syed, 1600, Science and Engineering Research Support Society (09):
  • [22] Learning Analytics through a Digital Game-Based Learning Environment
    Cariaga, Ada Angeli
    Feria, Rommel
    2015 6TH INTERNATIONAL CONFERENCE ON INFORMATION, INTELLIGENCE, SYSTEMS AND APPLICATIONS (IISA), 2015,
  • [23] Development of a Digital Game-Based Learning System in Music Learning
    Liang, Yu-Chen
    Shiue, Ya-Ming
    Huang, Yong-Ming
    Liu, Chuan-Gang
    PROCEEDINGS OF THE IEEE INTERNATIONAL CONFERENCE ON ADVANCED MATERIALS FOR SCIENCE AND ENGINEERING (IEEE-ICAMSE 2016), 2016, : 241 - 244
  • [24] INTEGRATING LEARNING ANALYTICS IN A DIGITAL GAME-BASED LEARNING ENVIRONMENT
    Cariaga, Ada Angeli
    Feria, Rommel
    EDULEARN16: 8TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2016, : 5469 - 5477
  • [25] Mobile Game-based Learning to Inspire Students Learning Motivation
    Lin, Wei-Ching
    Lai, Chien-Hung
    Ho, Jui-Yu
    Jong, Bin-Shyan
    2014 INTERNATIONAL CONFERENCE ON INFORMATION SCIENCE, ELECTRONICS AND ELECTRICAL ENGINEERING (ISEEE), VOLS 1-3, 2014, : 814 - +
  • [26] Mobile game-based learning to inspire students learning motivation
    20144900293673
    (1) Department of Information and Computer Engineering, Chung Yuan Christian University, Taoyuan, Taiwan, Future University Hakodate; IEEE Sapporo Section; Xiamen University (Institute of Electrical and Electronics Engineers Inc., United States):
  • [27] Parental acceptance of digital game-based learning
    Bourgonjon, Jeroen
    Valcke, Martin
    Soetaert, Ronald
    de Wever, Bram
    Schellens, Tammy
    COMPUTERS & EDUCATION, 2011, 57 (01) : 1434 - 1444
  • [28] Analysis of a Digital Game-Based Learning Experience
    Amaya-Olarte, Nathaly
    Torres-Barreto, Martha Liliana
    Plata-Gomez, Karen Rocio
    REVISTA ELECTRONICA DE INVESTIGACION EDUCATIVA, 2024, 26
  • [29] Digital game-based learning in a robotics course
    Mendonca, Marcio
    Papageorgiou, Konstantinos
    de Mello, Diene Eire
    Papageorgiou, Elpiniki, I
    Fabri, Jose Augusto
    de Souza, Lucas Botoni
    Cunha Palacios, Rodrigo Henrique
    2020 11TH INTERNATIONAL CONFERENCE ON INFORMATION, INTELLIGENCE, SYSTEMS AND APPLICATIONS (IISA 2020), 2020, : 7 - 13
  • [30] Digital game-based learning: An agent approach
    Go, Christian Anthony L.
    Lee, Won-Hyung
    UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: APPLICATIONS AND SERVICES, PT 3, PROCEEDINGS, 2007, : 588 - +