Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences

Keywords: educational game, information literacy, flow state, self-efficacy, competition, quantitative

Abstract

Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students’ learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the game in collaborative, competitive and solo modes. Their IL knowledge was measured through a post-test after they completed the game and associated exercises. Their motivation, self-efficacy and flow experiences were evaluated through a questionnaire survey. The results indicated statistically significant effects of the gameplay modes on the students’ learning performance, motivation, self-efficacy and flow experiences. The solo mode was inferior to the other two in all four aspects. The collaborative mode significantly outperformed the competitive mode in terms of enhancing learning performance and flow experience, while the competitive mode was significantly better in terms of promoting self-efficacy. These two modes were similarly effective in the dimension of motivation. Based on the results, we suggest that students play games in the collaborative or competitive modes when conditions permit. We also advise teachers to provide students with rich opportunities for discussion, collaboration and interaction and believe that an appropriate competitive atmosphere is important.

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Author Biographies

Haoran Xie, Lingnan University

Haoran Xie is an Associate Professor at the Department of Computing and Decision Sciences, Lingnan University, Hong Kong. He received his Ph.D. in Computer Science from the City University of Hong Kong. His research interest includes artificial intelligence, big data, and educational technology. He has totally published 215 research publications, including 97 journal articles. Among all 97 journal articles, there are 75 SCI/SSCI indexed, and 12 SCOPUS indexed. He has obtained 11 research awards like the Golden Medal and the special award from International Invention Innovation Competition in Canada. He has ranked as the world top 20 researchers in Artificial Intelligence in Education in Google Scholar. He is the Editor-in-Chief of Computers & Education: Artificial Intelligence, Associate Editors of Array Journal, Australasian Journal of Educational Technology, and International Journal of Mobile Learning and Organisation. He is also the Academic Editors of PLOS One and International Educational Research, editorial members of IJDET and JCE, 11 guest editors in special issues of journals, editors of 6 books, organization committee chairs/members of 57 conferences, and reviewers of 40 international journals. He has successfully obtained more than 40 research grants; the total amount of these grants is more than HK$27 million. He is the Senior Member of IEEE and ACM. 

Fu Lee Wang

Fu Lee Wang is the Professor and Dean of the School of Science and Technology, The Open University of Hong Kong. He received his PhD in Systems Engineering and Engineering Management from The Chinese University of Hong Kong. Prior to joining OUHK, he was the Vice President of Caritas Institute of Higher Education and faculty member from the City University of Hong Kong. His research interests include e-business, e-learning, financial engineering, and information retrieval. He has over 200 publications and has received 16 grants with a total of more than $20 million Hong Kong dollars.

Published
2021-05-10
How to Cite
Zou, D., Zhang, R., Xie, H., & Wang , F. L. (2021). Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences. Australasian Journal of Educational Technology, 37(2), 152-170. https://doi.org/10.14742/ajet.6682
Section
Special Issue 2021 – Smart Learning Environments