| Literature DB >> 33935574 |
Pritika Reddy1, Kaylash Chaudhary2, Bibhya Sharma2, Darren Chand2.
Abstract
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.Entities:
Keywords: Digital literacy; Educational technology; Game-based intervention; Game-based learning; Technology
Year: 2021 PMID: 33935574 PMCID: PMC8065331 DOI: 10.1007/s10639-021-10534-y
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Selected examples of associated literacies to define digital literacy
| Year | Study | Author | Important Components |
|---|---|---|---|
| 2017 | Development of digital literacy indicators for Thai undergraduate students using a mixed-method research | Techataweewan, W and Prasertin, U | ▪ Operational Skills ▪ Technical Skills ▪ Collaboration Skills ▪ Awareness Skills |
| 2017 | Bridging the digital divide: measuring digital literacy | Chetty, K, Qigui, L, Gcora, N, Josie, J, Wenwei, L, and Fang, C | ▪ Information literacy ▪ Computer literacy ▪ Media literacy ▪ Communication literacy ▪ Technology literacy |
| 2018 | Digital literacy | Tekale, R | ▪ Computer literacy ▪ Network literacy ▪ Information literacy ▪ On-line reading literacy ▪ Web literacy ▪ Communication and collaboration literacy ▪ Informatics literacy |
| 2019 | Assessing Students’ Digital literacy skill in senior high school Yogyakarta | Perdana, R, Yani, R, Jumadi, J, and Rosana, D | ▪ Knowledge Assembly ▪ Content Evaluation ▪ Internet Searching ▪ Hyper Textual Navigation |
| 2020 | Components of digital literacy as predictors of youth civic engagement and the role of social media news attention: the case of Korea | Moon, S and Bai, S | ▪ Technical skills ▪ Information usage ▪ Communication skills ▪ Creation skills |
| 2020 | Measuring the digital competency of freshmen at a higher education institute | Reddy, P; Sharma,S and Chaudhary, K | ▪ Media literacy ▪ Communication literacy ▪ Information literacy ▪ Visual literacy ▪ Technology literacy ▪ Computer literacy |
Fig. 1Game-based intervention design process adopted from (Arnab & Clarke, 2017)
Fig. 2Framework for digital literacy intervention
Fig. 3System Architecture for the intervention
Fig. 4User login sequence diagram for DLIP
Fig. 5Module completion sequence diagram for DLIP
Fig. 6Sequence diagram for retrieving the certificate fro DLIP
Fig. 7Framework for digital literacy
Online badge for the coins
| Coins collected for the module | Badge |
|---|---|
| 5–6 | Star |
| 7–8 | Superstar |
| 9–10 | Megastar |
Online badge for the module
| Quiz Score for the module | Badge |
|---|---|
| Below 5 | None |
| 5–6 | Bronze |
| 7–8 | Silver |
| 9–10 | Gold |
Digital literacy scale with levels, points and description.
Adopted from Reddy et al., 2020a
| Levels | Points | Description |
|---|---|---|
| L1 | 0–10 | No Understanding |
| L2 | 11–20 | Very Low |
| L3 | 21–30 | Low |
| L4 | 31–40 | Average |
| L5 | 41–50 | High |
| L6 | 51–60 | Very high (Expert) |
DLIP levels and passing requirements
| Levels | Points | Passing Requirements |
|---|---|---|
| L1 | 0–10 | Pass one module with a score above 5 |
| L2 | 11–20 | Pass two modules with a score of above 5 in each |
| L3 | 21–30 | Pass three modules with a score of above 5 in each |
| L4 | 31–40 | Pass four modules with a score of above 5 in each |
| L5 | 41–50 | Pass five modules with a score of above 5 in each |
| L6 | 51–60 | Pass all modules with a score of above 5 in each |
Characteristics of the DLIP
| Characteristics | Participants | Variables | Outcomes |
|---|---|---|---|
• The intervention can be done using the link/ URL provided using any of the computing devices • The pedagogical approach is online learning, game-based learning, self or independent learning • For each module, the content enhances the user’s knowledge about the literacies chosen for this study (media, communication, information, visual, computer, technology) • Organization- divided into 2 parts- theoretical and quiz. Both having their set of gaming to keep the user interested • Duration – a minimum of 40 min for each module | For the study, the 1st year university students were targeted. The approach was voluntary | • Media literacy • Communication literacy • Visual literacy • Information literacy • Computer literacy • Technology literacy • Total coins collected • Total points achieved • Total Module Score • Total digital literacy score • Digital literacy levels | • Improved knowledge and skills of the user’s literacies and overall digital literacy • User’s feedback on the functionality and usability of the system to future enhancements • Gained experience of eLearning, game-based learning and self-learning • Notable barriers such as technical issues, lack of knowledge and skills which can be improved for future surveys |
Fig. 8The user dashboard
Fig. 9Snaps of the content from the information literacy module
Fig. 10The Quiz or testing phase of the module
Spearman's correlation value for the six modules in the intervention
| Literacies | Digital literacy |
|---|---|
| Media literacy | 0.519 |
| Communication literacy | 0.648 |
| Information literacy | 0.590 |
| Visual literacy | 0.713 |
| Technology literacy | 0.853 |
| Computer literacy | 0.781 |
| Digital literacy | 1.00 |
Fig. 11Digital Literacy scores of individuals before and after the intervention
Effect size based on Cohen’s d test
| Standardizer | Point Estimate | 95% Confidence Interval | |||
|---|---|---|---|---|---|
| Lower | Upper | ||||
|
| Cohen's d | 7.88 | 0.473 | 0.653 | 0.291 |
| Hedges' correction | 7.91 | 0.472 | 0.652 | 0.290 | |
| Media literacy(before)- Media literacy (after) | Cohen's d | 2.32 | 0.51 | 0.68 | 0.32 |
| Hedges' correction | 2.33 | 0.51 | 0.66 | 0.31 | |
| Communication literacy(before)- Communication literacy (after) | Cohen's d | 1.76 | 0.96 | 0.26 | 0.77 |
| Hedges' correction | 1.77 | 0.96 | 0.26 | 0.76 | |
| Information literacy(before)- Information literacy (after) | Cohen's d | 1.87 | 0.08 | 0.18 | 0.16 |
| Hedges' correction | 1.87 | 0.08 | 0.18 | 0.16 | |
| Visual literacy(before)- Visual literacy (after) | Cohen's d | 1.89 | 0.37 | 0.54 | 0.19 |
| Hedges' correction | 1.89 | 0.37 | 0.54 | 0.19 | |
| Technology literacy(before)- Technology literacy (after) | Cohen's d | 2.13 | 0.32 | 0.50 | 0.14 |
| Hedges' correction | 2.13 | 0.32 | 0.50 | 0.14 | |
| Computer literacy(before)- Computer literacy (after) | Cohen's d | 1.77 | 0.55 | 0.73 | 0.36 |
| Hedges' correction | 1.77 | 0.55 | 0.73 | 0.36 | |