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The Impact of an Educational Board Game on Students' Learning Achievement and Flow State in Media and Information Literacy

研究成果: 書貢獻/報告類型會議論文篇章

摘要

Given the increasing international emphasis on the importance of identifying and critiquing media content and the proper use of information and communication software, it is imperative to enhance students’ media and information literacy education. In this study, an educational board game for media and information literacy was developed to cultivate the basic knowledge of media and information literacy among university school students in Taiwan. A quasi-experimental study was conducted to investigate the effects of the educational board game on students' learning achievement and flow state. Results showed that the educational board game increased students' learning achievement and flow state, but no difference was found between the collaborative-team gaming group and the competitive-multiplayer gaming group in terms of learning achievement and flow state.

原文英語
主出版物標題31st International Conference on Computers in Education, ICCE 2023 - Proceedings
編輯Ju-Ling Shih, Akihiro Kashihara, Weiqin Chen, Weiqin Chen, Hiroaki Ogata, Ryan Baker, Ben Chang, Seb Dianati, Jayakrishnan Madathil, Ahmed Mohamed Fahmy Yousef, Yuqin Yang, Hafed Zarzour
發行者Asia-Pacific Society for Computers in Education
頁面690-698
頁數9
ISBN(電子)9786269689026
出版狀態已發佈 - 2023 12月
事件31st International Conference on Computers in Education, ICCE 2023 - Matsue, Shimane, 日本
持續時間: 2023 12月 42023 12月 8

出版系列

名字31st International Conference on Computers in Education, ICCE 2023 - Proceedings
2

會議

會議31st International Conference on Computers in Education, ICCE 2023
國家/地區日本
城市Matsue, Shimane
期間2023/12/042023/12/08

ASJC Scopus subject areas

  • 電腦科學(雜項)
  • 教育
  • 電腦科學應用
  • 人工智慧

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