Scott N. Wilson, Caroline E. Engler, Jessica E. Black, D. Yager-Elorriaga, William Thompson, Andrae McConnell, Javier Elizondo, Ryan Ralston, R. Terry
{"title":"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","authors":"Scott N. Wilson, Caroline E. Engler, Jessica E. Black, D. Yager-Elorriaga, William Thompson, Andrae McConnell, Javier Elizondo, Ryan Ralston, R. Terry","doi":"10.4018/IJGBL.2017100101","DOIUrl":null,"url":null,"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.","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":"{\"title\":\"Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences\",\"authors\":\"Scott N. Wilson, Caroline E. Engler, Jessica E. Black, D. Yager-Elorriaga, William Thompson, Andrae McConnell, Javier Elizondo, Ryan Ralston, R. Terry\",\"doi\":\"10.4018/IJGBL.2017100101\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":148690,\"journal\":{\"name\":\"Int. J. Game Based Learn.\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"13\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Int. J. Game Based Learn.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/IJGBL.2017100101\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Game Based Learn.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/IJGBL.2017100101","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences
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.