Toward Sustainable Digital Literacy
A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education
Bibliographic Data
| ID | 22047254 |
|---|---|
| Authors | Songpon Khanchai (Chiang Mai University), Perasuk Worragin (Chiang Mai University), Pakinee Ariya (Chiang Mai University), Kannikar Intawong (0000-0003-2704-9595, Chiang Mai University), Kitti Puritat (0000-0003-0681-3064, Chiang Mai University, corresponding author) |
| Year | 2025 |
| Volume | 15 |
| Issue | 8 |
| Pages | 966 |
| Publication date | 2025-07-28 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci15080966 |
| OpenAlex | W4412700284 |
| Language | EN |
| Citations received | 1 |
| References cited | 63 |
This study examines the effects of gamified and non-gamified digital board games on students’ digital literacy and engagement. A total of 98 undergraduate students (n = 98) were randomly assigned to one of two conditions: gamified or non-gamified. The digital board game, designed to simulate real-world digital literacy scenarios, was implemented in a classroom setting. Students’ digital literacy performance was assessed through pre- and post-tests, and their engagement was measured using the Game Engagement Questionnaire. The results revealed that students in the gamified condition significantly outperformed those in the non-gamified condition in digital literacy post-test scores (p = 0.039). Additionally, the gamified group showed significantly higher engagement scores in flow (p = 0.039), enjoyment (p = 0.033), immersion (p = 0.042), and social interaction (p = 0.030). These findings highlight the effectiveness of gamified learning environments in enhancing digital literacy skills and multidimensional engagement
Digital Literacy · Educational technology · Higher education · Literacy · Mathematics education · Multimedia · Pedagogy · Political science · Technological literacy · Computer Science · Educational Games and Gamification · Impact of Technology on Adolescents · Mobile Learning in Education · Psychology
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| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2025 - 2025 (1) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 1 |