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针对太平洋岛屿数字素养的情境化游戏干预。

Contextualized game-based intervention for digital literacy for the Pacific Islands.

作者信息

Reddy Pritika, Chaudhary Kaylash, Sharma Bibhya, Chand Darren

机构信息

Department of Computing Science and Information Systems, Fiji National University, Suva, Fiji.

School of Technology, Engineering, Mathematics and Physics, The University of the South Pacific, Suva, Fiji.

出版信息

Educ Inf Technol (Dordr). 2021;26(5):5535-5562. doi: 10.1007/s10639-021-10534-y. Epub 2021 Apr 24.

DOI:10.1007/s10639-021-10534-y
PMID:33935574
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8065331/
Abstract

In the digital age, advocating and improving digital literacy is a global challenge. There have been scales developed to measure individuals' digital literacy competencies; however, intervention programs have been only a few. This research paper articulates design details, validity, reliability and effectiveness of a new online modulated digital literacy intervention program (DLIP). For the development of DLIP, digital literacy is stipulated in this research as a universal framework that consists of six different literacies; media, information, technology, computer, visual, and communication literacy. An online module has been designed for each of these six literacies, and the concept of game-based learning has been used to engage the users and secure high user satisfaction. To test the reliability of the intervention, the Kuder- Richardson- 20 (KR-20) test was performed. The developed intervention was deemed to be reliable with the KR-20 value of 0.86. The construct validity was measured using the spearman's correlation test and since the values for all the constructs were above 0.3, the DLIP was valid. The effectiveness of the DLIP was evaluated by calculating the effect size. The Cohen's d test was used and the results show that the intervention was moderately effective. Although DLIP has been developed for the Pacific Islands it has global applicability.

摘要

在数字时代,倡导并提高数字素养是一项全球性挑战。已经有一些量表用于衡量个人的数字素养能力;然而,干预项目却寥寥无几。本研究论文阐述了一种新的在线模块化数字素养干预项目(DLIP)的设计细节、效度、信度和有效性。为了开发DLIP,本研究将数字素养规定为一个通用框架,它由六种不同的素养组成;即媒体素养、信息素养、技术素养、计算机素养、视觉素养和沟通素养。针对这六种素养中的每一种都设计了一个在线模块,并采用了基于游戏的学习概念来吸引用户并确保高用户满意度。为了测试干预的信度,进行了库德 - 理查森 - 20(KR - 20)测试。所开发的干预措施在KR - 20值为0.86时被认为是可靠的。使用斯皮尔曼相关性测试来测量结构效度,由于所有结构的数值都高于0.3,所以DLIP是有效的。通过计算效应量来评估DLIP的有效性。使用了科恩d检验,结果表明该干预措施具有中等效果。尽管DLIP是为太平洋岛屿地区开发的,但它具有全球适用性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/199c8f465c73/10639_2021_10534_Fig9_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/6ca0a07d5068/10639_2021_10534_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/c2343c2f23ba/10639_2021_10534_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/54a34386d8ee/10639_2021_10534_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/33843a860a25/10639_2021_10534_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/b6b13650ce8d/10639_2021_10534_Fig6_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/89514be68b74/10639_2021_10534_Fig8_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/199c8f465c73/10639_2021_10534_Fig9_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/6ca0a07d5068/10639_2021_10534_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/c2343c2f23ba/10639_2021_10534_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/54a34386d8ee/10639_2021_10534_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/33843a860a25/10639_2021_10534_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/b6b13650ce8d/10639_2021_10534_Fig6_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/89514be68b74/10639_2021_10534_Fig8_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1811/8065331/199c8f465c73/10639_2021_10534_Fig9_HTML.jpg

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