The Development on a Board Game to Promote an Information Literacy for Upper Secondary Students at the Srinakharinwirot University Prasarnmit

Abstract

In today's information-rich landscape, cultivating effective information literacy skills is imperative for upper secondary students. This study focuses on developing a board game as an innovative tool to enhance information literacy among students at Srinakharinwirot University Prasarnmit Demonstration School (Secondary). Learning can be more enjoyable when gamified, and this research aims to achieve just that. By creating a unique board game, akin to traditional tabletop games, the study aims to equip students with the ability to discern reliable information from dubious sources. The interactive game immerses players in diverse scenarios, prompting them to evaluate the credibility of information encountered. This puzzle-like experience nurtures critical thinking and analytical skills, thereby fostering improved information comprehension. It's essential to address copyright considerations as well. Similar to how authors hold rights to their books, game creators possess ownership of their creations. Thus, respecting copyright is crucial in how the game is utilized. To gauge the game's efficacy, selected students will participate, followed by a comprehensive assessment cosisting a both a pre-test and a post-test. This approach will determine if the game effectively enhances information literacy skills. This research contributes a dynamic learning method that not only engages but educates. By blending entertainment with education, this innovative approach empowers students to navigate the sea of information competently. Ultimately, the fusion of fun and learning may greatly contribute to students' cognitive development.



Author Information
Kaimuk Laosunthara, Prasarnmit Demonstration School (Secondary), Thailand

Paper Information
Conference: ACE2023
Stream: Knowledge Creation

This paper is part of the ACE2023 Conference Proceedings (View)
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To cite this article:
Laosunthara K. (2024) The Development on a Board Game to Promote an Information Literacy for Upper Secondary Students at the Srinakharinwirot University Prasarnmit ISSN: 2186-5892 The Asian Conference on Education 2023: Official Conference Proceedings https://doi.org/10.22492/issn.2186-5892.2024.153
To link to this article: https://doi.org/10.22492/issn.2186-5892.2024.153


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Posted by James Alexander Gordon