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Toward Sustainable Digital Literacy

A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education

Bibliographic Data

ID22047254
AuthorsSongpon 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)
Year2025
Volume15
Issue8
Pages966
Publication date2025-07-28
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci15080966
OpenAlexW4412700284
LanguageEN
Citations received1
References cited63

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 works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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