Effects of Digital Citizenship Educational Game on Teenagers' Learning Achievement, Motivation, Cognitive Load, and Behavioral Patterns
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| Title: | Effects of Digital Citizenship Educational Game on Teenagers' Learning Achievement, Motivation, Cognitive Load, and Behavioral Patterns |
|---|---|
| Language: | English |
| Authors: | Jiawen Liu (ORCID |
| Source: | Education and Information Technologies. 2025 30(11):15817-15870. |
| Availability: | Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ |
| Peer Reviewed: | Y |
| Page Count: | 54 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Junior High Schools Middle Schools Secondary Education |
| Descriptors: | Computer Games, Educational Games, Game Based Learning, Citizenship Education, Academic Achievement, Learner Engagement, Learning Motivation, Middle School Students, Gamification, Cognitive Processes, Difficulty Level, Social Cognition, Behavior Patterns, Situated Learning |
| DOI: | 10.1007/s10639-025-13399-7 |
| ISSN: | 1360-2357 1573-7608 |
| Abstract: | Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches. Furthermore, current game designs are predominantly influenced by behaviorist learning theories, which enhance learning through stimulus reinforcement. However, there remains a gap in providing learners with an autonomously constructive and actively engaging learning environment that fosters meaningful learning. This study, guided by social cognitive theory, designs and develops an educational game system for digital citizenship. It also explores the impact of this digital game on middle school students' digital citizenship learning achievements and their perceptions of learning motivation and cognitive load during the learning process. Additionally, lag sequential analysis is employed to identify differences in behavioral patterns between high-progress and low-progress groups in game-based learning. A total of 80 first-year middle school students participated in this study. The experimental group engaged in digital citizenship education through the digital game, while the control group learned through regular class-themed courses. The results indicate that gamified digital citizenship education positively influences students' learning achievements, reduces cognitive load, and benefits students with initially low learning motivation. Differences in behavioral patterns between high-progress and low-progress groups during game participation were observed. Based on these findings, the study offers several recommendations and measures for educators and researchers in this field. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1478883 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1478883 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Effects of Digital Citizenship Educational Game on Teenagers' Learning Achievement, Motivation, Cognitive Load, and Behavioral Patterns – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Jiawen+Liu%22">Jiawen Liu</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0002-3843-845X">0000-0002-3843-845X</externalLink>)<br /><searchLink fieldCode="AR" term="%22Rustam+Shadiev%22">Rustam Shadiev</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0001-5571-1158">0000-0001-5571-1158</externalLink>)<br /><searchLink fieldCode="AR" term="%22Mei+Cao%22">Mei Cao</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0003-2141-0597">0000-0003-2141-0597</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Education+and+Information+Technologies%22"><i>Education and Information Technologies</i></searchLink>. 2025 30(11):15817-15870. – Name: Avail Label: Availability Group: Avail Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 54 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Junior+High+Schools%22">Junior High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Middle+Schools%22">Middle Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Citizenship+Education%22">Citizenship Education</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+Achievement%22">Academic Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Motivation%22">Learning Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Middle+School+Students%22">Middle School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Cognitive+Processes%22">Cognitive Processes</searchLink><br /><searchLink fieldCode="DE" term="%22Difficulty+Level%22">Difficulty Level</searchLink><br /><searchLink fieldCode="DE" term="%22Social+Cognition%22">Social Cognition</searchLink><br /><searchLink fieldCode="DE" term="%22Behavior+Patterns%22">Behavior Patterns</searchLink><br /><searchLink fieldCode="DE" term="%22Situated+Learning%22">Situated Learning</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1007/s10639-025-13399-7 – Name: ISSN Label: ISSN Group: ISSN Data: 1360-2357<br />1573-7608 – Name: Abstract Label: Abstract Group: Ab Data: Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches. Furthermore, current game designs are predominantly influenced by behaviorist learning theories, which enhance learning through stimulus reinforcement. However, there remains a gap in providing learners with an autonomously constructive and actively engaging learning environment that fosters meaningful learning. This study, guided by social cognitive theory, designs and develops an educational game system for digital citizenship. It also explores the impact of this digital game on middle school students' digital citizenship learning achievements and their perceptions of learning motivation and cognitive load during the learning process. Additionally, lag sequential analysis is employed to identify differences in behavioral patterns between high-progress and low-progress groups in game-based learning. A total of 80 first-year middle school students participated in this study. The experimental group engaged in digital citizenship education through the digital game, while the control group learned through regular class-themed courses. The results indicate that gamified digital citizenship education positively influences students' learning achievements, reduces cognitive load, and benefits students with initially low learning motivation. Differences in behavioral patterns between high-progress and low-progress groups during game participation were observed. Based on these findings, the study offers several recommendations and measures for educators and researchers in this field. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1478883 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1478883 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s10639-025-13399-7 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 54 StartPage: 15817 Subjects: – SubjectFull: Computer Games Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Citizenship Education Type: general – SubjectFull: Academic Achievement Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Learning Motivation Type: general – SubjectFull: Middle School Students Type: general – SubjectFull: Gamification Type: general – SubjectFull: Cognitive Processes Type: general – SubjectFull: Difficulty Level Type: general – SubjectFull: Social Cognition Type: general – SubjectFull: Behavior Patterns Type: general – SubjectFull: Situated Learning Type: general Titles: – TitleFull: Effects of Digital Citizenship Educational Game on Teenagers' Learning Achievement, Motivation, Cognitive Load, and Behavioral Patterns Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Jiawen Liu – PersonEntity: Name: NameFull: Rustam Shadiev – PersonEntity: Name: NameFull: Mei Cao IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 07 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 1360-2357 – Type: issn-electronic Value: 1573-7608 Numbering: – Type: volume Value: 30 – Type: issue Value: 11 Titles: – TitleFull: Education and Information Technologies Type: main |
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