چکیده مقاله
Objective: This systematic review and meta analysis aims to synthesize the empirical evidence published between January 2020 and December 2025 regarding the effectiveness of serious games based curricula in improving various dimensions of students’ digital literacy Digital literacy, a critical component of digital citizenship, encompasses skills such as information processing, communication, content creation, safety, and problem solving in digital environments Method: A comprehensive search was conducted across major academic databases e g , Web of Science, Scopus, ERIC using predefined search strings Studies were included if they employed an experimental or quasi experimental design, involved K 12 or university students, and reported sufficient statistical data to calculate an effect size e g , Hedges’ g Data extraction focused on study characteristics, intervention details, and outcome measures related to digital literacy Results: The meta analysis included 10 studies, involving 1057 participants The pooled effect size indicated a medium and statistically significant positive effect of serious games on digital literacy Hedges’ g = 0 52, 95% CI: 0 42, 0 62 , p < 0 001 Subgroup analyses revealed that the effect was strongest in High School students Hedges’ g = 0 50 and for the Digital Safety dimension Hedges’ g = 0 50 Conclusion: The findings suggest that integrating serious games into educational curricula is an effective pedagogical approach for enhancing students’ digital literacy skills, providing a valuable tool for digital citizenship education
کلیدواژهها
نویسندگان
شیوه ارجاع
Zieghami Nejad, Mahdieh and Hokmabadi, Akram and Ein Afshar, Somayeh,1404,The Effectiveness of Serious Games-Based Curricula in Enhancing Students’ Digital Literacy: A Systematic Review and Meta-Analysis (2020-2025),25th International Conference on Psychology, Counseling, and Educational Sciences
ارائهشده در
مجموعه مقالات بیست و پنجمین کنفرانس بین المللی روانشناسی، مشاوره و علوم تربیتی17 بهمن 1404 · مسجد سلیمان