Game-Based Learning and Children’s Digital Literacy to Support Pervasive Learning: A Systematic Reviews

  • Muhibuddin Fadhli Education Technology, Universitas Negeri Malang, Malang, Indonesia
  • Dedi Kuswandi Education Technology, Universitas Negeri Malang, Malang, Indonesia
  • Prihma Sinta Utami IKIP Budi Utomo Malang, Malang, Indonesia
  • Septi Budi Sartika Universitas Muhammadiyah Sidoarjo, Sidoarjo, Indonesia
  • Mohamad Hardyman bin Barawi Faculty of Cognitive Sciences and Human Development, Universiti Malaysia Sarawak
Keywords: Children, Game-based, Pervasive, PRISMA

Abstract

In this study, we investigate the impact of game-based learning on children's digital literacy in processing and acquiring information, focusing on the generation of digital natives who excel in responding to multimedia information. Utilizing data mining and the PRISMA Protocol, we conducted a systematic review based on the keywords 'Game-based learning on children’s digital literacy.' Data from the years 2017 to 2019, extracted from Sagepub and Emerald databases, reveal strong empirical support for the enhancement of children's digital literacy, particularly through game-based learning interventions, as evidenced by a significant effect size of 0.66. This translates to children becoming better at deciphering visual cues, understanding audio narratives, and critically evaluating the information presented in a variety of multimedia formats. Furthermore, game-based learning fosters critical thinking and problem-solving skills, keeping children engaged and motivated to learn in this dynamic digital landscape.

References

Andrews, R., Haythornthwaite, C., & Snyder, I. (2011). Literacy, Learning and Technology Studies. The SAGE Handbook of E-Learning Research, 394–415. https://doi.org/10.4135/9781848607859.n18

Dubé, Adam K., Sabrina Shajeen Alam, Chu Xu, Run Wen, and Gulsah Kacmaz. 2019. “Tablets as Elementary Mathematics Education Tools: Are They Effective and Why.” Pp. 223–48 in Mathematical Learning and Cognition in Early Childhood. Springer.

Elimelech, Adi, and Dorit Aram. 2019. “A Digital Early Spelling Game: The Role of Auditory and Visual Support.” AERA Open 5(2):2332858419857702. doi: 10.1177/2332858419857702.

Francis, Jessica, Travis Kadylak, Taj. W. Makki, R. V Rikard, and Shelia R. Cotten. 2018. “Catalyst to Connection: When Technical Difficulties Lead to Social Support for Older Adults.” American Behavioral Scientist 62(9):1167–85. doi: 10.1177/0002764218773829.

Gillen, Julia, Jackie Marsh, J. Bus, T. Castro, M. Dardanou, P. Duncan, J. Enriquez-Gibson, Rosie Flewitt, C. Gray, and D. Holloway. 2018. “Digital Literacy and Young Children: Towards Better Understandings of the Benefits and Challenges of Digital Technologies in Homes and Early Years Settings.”

Gonick, By Lev S. 2015. New Media and Learning in the 21st Century. Vol. 41.

Harrison, Eugene, and Marianne McTavish. 2018. “‘I’Babies: Infants’ and Toddlers’ Emergent Language and Literacy in a Digital Culture of IDevices.” Journal of Early Childhood Literacy 18(2):163–88. doi: 10.1177/1468798416653175.

Harshavardhan, Vignesh, David Wilson D, and Mallika Vijaya Kumar. 2019. “Humour Discourse in Internet Memes: An Aid in ESL Classrooms.” Asia Pacific Media Educator 29(1):41–53. doi: 10.1177/1326365X19842023.

Kitchenham, B. (2004). Procedures for performing systematic reviews. In Keele University,UK and National ICT Australia (Vol. 33, Issue TR/SE-0401). https://doi.org/10.1.1.122.3308

Maureen, Irena Y., Hans van der Meij, and Ton de Jong. 2018. “Supporting Literacy and Digital Literacy Development in Early Childhood Education Using Storytelling Activities.” International Journal of Early Childhood 50(3):371–89. doi: 10.1007/s13158-018-0230-z.

Nolan, J., & McBride, M. (2014). Beyond gamification: reconceptualizing game-based learning in early childhood environments. Information Communication and Society, 17(5), 594–608. https://doi.org/10.1080/1369118X.2013.808365

Notten, Natascha, and Birgit Becker. 2017. “Early Home Literacy and Adolescents’ Online Reading Behavior in Comparative Perspective.” International Journal of Comparative Sociology 58(6):475–93. doi: 10.1177/0020715217735362.

Sefton-Green, Julian, Jackie Marsh, Ola Erstad, and Rosie Flewitt. 2016. “Establishing a Research Agenda for the Digital Literacy Practices of Young Children.” A White Paper for COST Action IS1410.

Suhana, Mildayani. 2018. “Influence of Gadget Usage on Children’s Social-Emotional Development.” 169(Icece 2017):224–27. doi: 10.2991/icece-17.2018.58.

Tran, Yune. 2019. “Computational Thinking Equity in Elementary Classrooms: What Third-Grade Students Know and Can Do.” Journal of Educational Computing Research 57(1):3–31. doi: 10.1177/0735633117743918.

Tsai, Fu-Hsing. 2017. “An Investigation of Gender Differences in a Game-Based Learning Environment with Different Game Modes.” Eurasia Journal of Mathematics Science and Technology Education 13(7):3209–26.

Vélez, Alicia Peñalva, Juan José Leiva Olivencia, and Itziar Irazabal Zuazua. 2017. “The Role of Adults in Children Digital Literacy.” Procedia-Social and Behavioral Sciences 237:887–92.

Published
2023-12-27
How to Cite
Fadhli, M., Kuswandi, D., Utami, P. S., Sartika, S. B., & Mohamad Hardyman bin Barawi. (2023). Game-Based Learning and Children’s Digital Literacy to Support Pervasive Learning: A Systematic Reviews. JTP - Jurnal Teknologi Pendidikan, 25(3), 386-393. https://doi.org/10.21009/jtp.v25i3.38388