International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.9
CiteScore

IJIET 2024 Vol.14(4): 559-563
doi: 10.18178/ijiet.2024.14.4.2077

A Literacy Education Model with Commercial Video Games to Address Digital Divide Problem

Noriko Hanakawa1,* , Masaki Obana2

  • 1Graduate School of Management and Information Technology, Hannan University, Osaka, Japan
  • 2Osaka Institute of Technology, Osaka, Japan

* Corresponding author

  • Manuscript receivedAugust 14, 2023
  • revisedNovember 3, 2023
  • acceptedDecember 8, 2023
  • publishedApril 11, 2024

Abstract

We propose an innovative Literacy Education Model to address the digital divide problem in contemporary society, focusing on enhancing human literacy through the use of commercial video games and the automatic generation of educational materials. The human literacy model, fundamental to our approach, consists of three layers: the Application layer, the Method layer, and the Concept layer. Each layer is characterized by a specific skill: operation skill in the Application layer, knowledge acquisition skill in the Method layer, and generalization skill in the Concept layer. Our proposed Literacy Education Model is built upon this three-tiered human literacy model and includes a curriculum developed through a six-step process. A distinctive feature of our Literacy Education Model is the integration of commercial video games, which serve as engaging educational tools, and the use of OpenAI API like the Chat-GPT for the automatic generation of educational materials. We developed a rudimentary literacy education tool based on the models. Subjects tried taking the literacy education with the tool in preliminary experiments. We observed a progression as the individual improved their literacy skills and knowledge.

Keywords

  • literacy education
  • human literacy model
  • getting skills and knowledge
  • information-poor
  • commercial video game
IJIET-V14N4-2077

How to Cite

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Noriko Hanakawa and Masaki Obana, "A Literacy Education Model with Commercial Video Games to Address Digital Divide Problem," International Journal of Information and Education Technology, vol. 14, no. 4, pp. 559-563, 2024. https://doi.org/10.18178/ijiet.2024.14.4.2077

Copyright & License

Copyright © 2024 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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