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Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education

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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.
Title: Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education
Description:
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.

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