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Enhancing information literacy in Hong Kong higher education through game-based learning

  • Enhancing information literacy in Hong Kong higher education through game-based learning
  • The 22nd Global Chinese conference on computers in education: Conference proceedings
  • Guangzhou
  • South China Normal University
  • 2018
    • Hong Kong
    • 1997.7 onwards
    • Post-Secondary Education
  • With such advantages as being fun, effective and interactive, game-based learning has become a new trend in education field. In the course Web Intelligence (INT 4029), one of the major difficulties for students to complete the assignment and to meet the achievement of the expected learning outcome is the lack of information literacy skills. To facilitate the development of students' information literacy, the present research developed a game based on an online role-playing platform called MEGA World. Twenty students participated in the project. Pre-questionnaire and postquestionnaire surveys were conducted to collect data concerning the students' attitudes towards the game-based learning experience. The results showed that students believed that game-based learning effectively facilitated the development of their information literacy. Copyright ©2018 Global Chinese Society for Computers in Education All rights reserved.
    • English
  • Book Chapters
  • https://bibliography.lib.eduhk.hk/bibs/042161cb
  • 2019-05-22

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