Evidence map›Paper›PMID 38187224›Full record

ArticleHeliyon2024

Effects of digital game-based learning on students' digital etiquette literacy, learning motivations, and engagement.

Yunxiang Zheng, Junyi Zhang, Yumeng Li, Xiaomin Wu, Ruofei Ding, Xianfei Luo, Panpan Liu, Jingxiu Huang

Open access · goldAbstract read
In one paragraph

Article in Heliyon, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
59.5field-weighted citation impact, top 1% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed, 62 citations in OpenAlex.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors at 1 institution in 1 country.

Yunxiang ZhengSchool of Educational Information Technology, South China Normal University, Guangzhou, China.
Junyi ZhangSchool of Educational Information Technology, South China Normal University, Guangzhou, China.
Yumeng LiSchool of Educational Information Technology, South China Normal University, Guangzhou, China.
Xiaomin WuSchool of Educational Information Technology, South China Normal University, Guangzhou, China.
Ruofei DingSchool of Educational Information Technology, South China Normal University, Guangzhou, China.
Xianfei LuoSchool of Educational Information Technology, South China Normal University, Guangzhou, China.
Panpan LiuSchool of Educational Information Technology, South China Normal University, Guangzhou, China.
Jingxiu HuangSchool of Educational Information Technology, South China Normal University, Guangzhou, China.
South China Normal University · CN

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Recent years have seen a substantial rise in the number of children and teenagers surfing the Internet; however, not all use this resource responsibly. Digital etiquette, a core element of digital citizenship, contributes to proper Internet adoption and reduces inappropriate behavior in cyberspace. To protect children and teenagers from harm online, it is essential to familiarize them with digital etiquette literacy and codes of Internet conduct from an early age. Digital citizenship education is relatively rare in Chinese primary schools. Research on student performance in this regard is also lacking. Digital game-based learning (DGBL) has demonstrated potential to enhance students' learning, motivations, and engagement. In this paper, we designed and implemented a digital game-based course intended to foster students' digital etiquette literacy. A quasi-experiment in a primary school in Guangzhou revealed that compared with conventional learning, DGBL improved students' digital etiquette literacy while positively influencing their learning-related motivations and engagement. This study can serve as a reference for primary or secondary schools interested in teaching digital etiquette to support global digital citizenship education.

Indexed as

Digital citizenshipDigital etiquette literacyDigital game-based learningLearning engagementLearning motivations

Identifiers

PMID38187224
PMCPMC10767371
OpenAlexW4389502867

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.