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Contextualized game-based intervention for digital literacy for the Pacific Islands
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...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8065331/ https://www.ncbi.nlm.nih.gov/pubmed/33935574 http://dx.doi.org/10.1007/s10639-021-10534-y |
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author | Reddy, Pritika Chaudhary, Kaylash Sharma, Bibhya Chand, Darren |
author_facet | Reddy, Pritika Chaudhary, Kaylash Sharma, Bibhya Chand, Darren |
author_sort | Reddy, Pritika |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8065331 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-80653312021-04-26 Contextualized game-based intervention for digital literacy for the Pacific Islands Reddy, Pritika Chaudhary, Kaylash Sharma, Bibhya Chand, Darren Educ Inf Technol (Dordr) Article 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. Springer US 2021-04-24 2021 /pmc/articles/PMC8065331/ /pubmed/33935574 http://dx.doi.org/10.1007/s10639-021-10534-y Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Reddy, Pritika Chaudhary, Kaylash Sharma, Bibhya Chand, Darren Contextualized game-based intervention for digital literacy for the Pacific Islands |
title | Contextualized game-based intervention for digital literacy for the Pacific Islands |
title_full | Contextualized game-based intervention for digital literacy for the Pacific Islands |
title_fullStr | Contextualized game-based intervention for digital literacy for the Pacific Islands |
title_full_unstemmed | Contextualized game-based intervention for digital literacy for the Pacific Islands |
title_short | Contextualized game-based intervention for digital literacy for the Pacific Islands |
title_sort | contextualized game-based intervention for digital literacy for the pacific islands |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8065331/ https://www.ncbi.nlm.nih.gov/pubmed/33935574 http://dx.doi.org/10.1007/s10639-021-10534-y |
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