Development of mobile technology supported inquiry-based collaborative learning with gamification to enhance digital information literacy and learning engagement of undergraduate students
Abstract:
The objectives of this research were 1) to investigate the conditions and the needs of undergraduate students as well as experts in using learning tools that encourage digital information literacy and learning engagement 2) to develop the model of mobile technology supported inquiry-based collaborative learning in conjunction with gamification to support undergraduate students digital information literacy and learning engagement 3) to try out the method of using mobile technology supported inquiry-based collaborative learning with gamification in enhancing learners digital information literacy and learning engagement 4) to present the use of the mobile technology supported inquiry-based collaborative learning with gamification. The sample for the investigation for the conditions and the needs consisted of 508 undergraduate students and 7 experts and the instruments used were 1) the needs assessment survey and 2) the expert interview form. The sample for the models development was made up of 35 undergraduate students and 12 experts and the instruments used were 1) the web demonstrating the mobile technology supported inquiry-based collaborative learning in conjunction with gamification 2) the lesson plan of using the mobile technology supported inquiry-based collaborative learning along with gamification 3) the digital information literacy measurement form 4) the digital information literacy rubric scoring 5) the self-assessment form for learning engagement 6) the learning engagement rubric scoring and 7) the questionnaire for satisfaction. The data were analyzed by using frequency, mean, standard deviation, t-test, and one-way repeated measure ANOVA. It could be concluded from the study that the developed model had 4 components: 1) the inquiry-based collaborative learning activities, 2) the mobile technology-supported collaborative learning, 3) the gamification, and 4) the measurement and evaluation, which consisted of 4 steps as follows: 1) Planning 2) Individual Inquiry 3) Collaborative Inquiry and 4) Groups Results. The findings from trying out the model showed that 1) the mean score from digital information literacy measurement form after the experiment went up and was statistically significantly higher than the score before the experiment at .05, 2) the one-way repeated analysis of variance indicated that the mean score of digital information literacy after each lesson increased statistically significantly at .05, 3) the mean score of learning engagement from the self-assessment form after the experiment was statistically significantly higher than the score before the experiment at .05, and 4) the one-way repeated analysis of variance indicated that the mean score of digital information literacy after each lesson increased statistically significantly at .05