• Aug 06, 2018 News! IJIET Vol. 7, No. 1-No. 8 have been indexed by EI (Inspec).   [Click]
  • Oct 10, 2018 News!Vol. 8, No. 12 issue has been published online!   [Click]
  • Sep 11, 2018 News!Vol. 8, No. 11 has been indexed by Crossref.
General Information
    • ISSN: 2010-3689
    • Frequency: Bimonthly (2011-2014); Monthly (Since 2015)
    • DOI: 10.18178/IJIET
    • Editor-in-Chief: Prof. Dr. Steve Thatcher
    • Executive Editor: Ms. Nancy Y. Liu
    • Abstracting/ Indexing: EI (INSPEC, IET), Electronic Journals Library, Google Scholar, Crossref and ProQuest
    • E-mail: ijiet@ejournal.net
Editor-in-chief
Prof. Dr. Steve Thatcher
QUniversity, Australia
It is my honor to be the editor-in-chief of IJIET. The journal publishes good-quality papers which focous on the advanced researches in the field of information and education technology. Hopefully, IJIET will become a recognized journal among the scholars in the related fields.

IJIET 2018 Vol.8(12): 861-867 ISSN: 2010-3689
doi: 10.18178/ijiet.2018.8.12.1154

Fostering Information Literacy on the Web: Results of a Game-Based Learning Scenario

Vivien Mantei, Joachim Griesbaum, and Thomas Mandl
Abstract—This paper discusses complexities of the Internet as an information space and outlines information behavior patterns of users that are often inadequate. On this basis, game-based approaches to foster information literacy are briefly discussed. This provides the wider frame for an exploratory case study in which the effectiveness and acceptance of game-based elements are investigated. In the case study, a small-scale learning module was created. The goal of the learning module was to sensitize learners with respect to their handling of news and to foster their ability to apply critical thinking skills when evaluating information. The learning module was framed with pre- and post-learning surveys. In these surveys, learners’ information literacy skills were compared and their estimation of specific instructional instruments was collected. Two designs of the learning module were compared, a design that included game-based elements and a design without game-based elements. Results of the case study are of exploratory value. They indicate, that gamification may be worthwhile because it promotes the transfer of acquired knowledge into real-life behavior. Maybe there is a price to pay. Because of gamification, learners may be more likeable to drop out of the learning scenario.

Index Terms—Information literacy, game-based learning, case study.

Vivien Mantei is with the University of Hildesheim, Germany.
Joachim Griesbaum is with the University of Hildesheim, Germany (e-mail: joachim.griesbaum@uni-hildesheim.de).
Thomas Mandl is with the University of Hildesheim, Germany.

[PDF]

Cite: Vivien Mantei, Joachim Griesbaum, and Thomas Mandl, "Fostering Information Literacy on the Web: Results of a Game-Based Learning Scenario," International Journal of Information and Education Technology vol. 8, no. 12, pp. 861-867, 2018.

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