Table 6.
Characteristics of the DLIP
| Characteristics | Participants | Variables | Outcomes |
|---|---|---|---|
|
• The intervention can be done using the link/ URL provided using any of the computing devices • The pedagogical approach is online learning, game-based learning, self or independent learning • For each module, the content enhances the user’s knowledge about the literacies chosen for this study (media, communication, information, visual, computer, technology) • Organization- divided into 2 parts- theoretical and quiz. Both having their set of gaming to keep the user interested • Duration – a minimum of 40 min for each module |
For the study, the 1st year university students were targeted. The approach was voluntary |
• Media literacy • Communication literacy • Visual literacy • Information literacy • Computer literacy • Technology literacy • Total coins collected • Total points achieved • Total Module Score • Total digital literacy score • Digital literacy levels |
• Improved knowledge and skills of the user’s literacies and overall digital literacy • User’s feedback on the functionality and usability of the system to future enhancements • Gained experience of eLearning, game-based learning and self-learning • Notable barriers such as technical issues, lack of knowledge and skills which can be improved for future surveys |