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

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....

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Bibliographic Details
Main Authors: Yunxiang Zheng, Junyi Zhang, Yumeng Li, Xiaomin Wu, Ruofei Ding, Xianfei Luo, Panpan Liu, Jingxiu Huang
Format: Article
Language:English
Published: Elsevier 2024-01-01
Series:Heliyon
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Online Access:http://www.sciencedirect.com/science/article/pii/S2405844023106980
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Summary: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 quasi-experiment 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.
ISSN:2405-8440