Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences

Scott N. Wilson, Caroline E. Engler, Jessica E. Black, D. Yager-Elorriaga, William Thompson, Andrae McConnell, Javier Elizondo, Ryan Ralston, R. Terry
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引用次数: 13

Abstract

In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information information literacy skills become ever more important for success in both academic and non-academic settings. This study sought to assess the efficacy of two educational games designed to increase high school students' information literacy skills. Using a randomized controlled trial in a high school setting, the games were integrated into a standard curriculum and tested for efficacy. Post-test results indicated that both games effectively transmit targeted skills. Additionally, improved performance relative to controls on end-of-instruction testing EOI; end-of-year state testing suggest that these skills transfer across important academic domains. The study provides strong evidence to support the use of these two educational games to supplement and enhance information literacy instruction.
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基于游戏的学习与信息素养:确定两种信息素养学习体验效果的随机对照试验
在21世纪,学生可以接触到大量的信息。因此,获取和有效整理这些信息所需的技能信息素养技能对于在学术和非学术环境中取得成功变得越来越重要。本研究旨在评估两种旨在提高高中生信息素养技能的教育游戏的效果。在一所高中进行了一项随机对照试验,这些游戏被整合到标准课程中,并测试了效果。后测结果表明,这两款游戏都有效地传递了目标技能。此外,相对于指令结束测试EOI的控制,改进了性能;年终州测试表明,这些技能可以在重要的学术领域中转移。本研究为支持使用这两种教育游戏来补充和加强信息素养教学提供了有力的证据。
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