Research

Digital Storytelling Media Online via Gamification Model to Promote of Digital Literacy Skills for Undergraduate Students in Thailand: A Systematic Literature Review

Digital Storytelling Media Online via Gamification Model to Promote of Digital Literacy Skills for Undergraduate Students in Thailand: A Systematic Literature Review

Digital Storytelling Media Online via Gamification Model to Promote of Digital Literacy Skills for Undergraduate Students in Thailand: A Systematic Literature Review

Digital Storytelling Media Online via Gamification Model to Promote of Digital Literacy Skills for Undergraduate Students in Thailand: A Systematic Literature Review

By Charinthorn Aumgri and Kaiyasith Apirating

Abstract

β€œThe objective of this research was to conduct a systematic literature review (SLR) from which Digital Storytelling Media  Online  via  Gamification  Model  To  promote  of  Digital  Literacy  Skills  for  undergraduate  students  in  Thailand  was conceptualized. A total of 72topics from local and international books, research papers, articles, and relevant documents were analyzed  and  synthesized  using  the systematic literature  review  method.  Initially  using  a  mixed  methods  approach,  a six-step Digital  Literacy  Process  (DSML-Gami  Model)  was  conceptualized.  After  that,  a  panel  of  nine  experts  gave  input  into  the model's design . The six DSML-Gami Model steps included; They consist of 1) information accessibility, 2) management, 3) evaluation,  4)  conclusion,  5)  creation,  and6)  communication.  The  results  of  the  model  encourage  undergraduate  students  to use digital literacy skill. Also, students who studied with DSML-Gami Model ability were satisfied with the model.”

Reference

Aumgri, C., & Aspirating, K. (2022). Digital Storytelling Media Online via Gamification Model to Promote of Digital Literacy Skills for Undergraduate Students in Thailand: A Systematic Literature Review. Retrieved April 20, 2022, from https://turcomat.org/index.php/turkbilmat/article/view/12158/8842

Keywords

Digital storytelling, gamification, digital literacy skills, undergraduate students, research