Contextualized game-based intervention for digital literacy for the Pacific Islands

Author:

Reddy PritikaORCID,Chaudhary Kaylash,Sharma Bibhya,Chand Darren

Publisher

Springer Science and Business Media LLC

Subject

Library and Information Sciences,Education

Reference82 articles.

1. Adeleke, A., & Joshua, E. (2015). Development and validation of scientific literacy achievement test to assess senior secondary school students’ literacy acquisition in physics. Journal of Education and Practice, 1–16.

2. Albers, C., & Lakens, D. (2018). When power analyses based on pilot data are biased: Inaccurate effect sizeestimators and follow-up bias. Journal of Experimental Social Psychology, 74, 187–195.

3. Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 1-6.

4. Aristizába, L., Cano, S., Collazoc, C., Benavides, F., Moreira, F., & Fardoun, H. (2019). Digital transformation to support literacy teaching to deaf children: From storytelling to digital interactive storytelling. Telematics and Infomatics, 38(87), 99.

5. Arnab, S., & Clarke, S. (2017). Towards a trans-disciplinary methodology for a game-basedintervention development process. British Journal of Educational Technology, 48(279), 312.

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