Enhancing Media and Information Literacy Through Experiential Game-Based Learning
DOI:
https://doi.org/10.32890/mjli2025.22.2.1Keywords:
Media and information literacy, experiential learning, non-digital game-based learning, knowledge efficacyAbstract
Purpose – Media and Information Literacy (MIL) education plays a crucial role in combating misinformation and disinformation in the digital era. This study explores an innovative pedagogical approach by integrating Experiential Learning Theory (ELT) into non-digital game-based learning to bridge gaps in MIL knowledge and skills among Malaysian secondary and tertiary students, while also addressing the digital divide. Given that current MIL interventions often rely solely on self-assessment, this study emphasises the need for more objective assessment methods to measure actual learning outcomes.
Methodology – A one-group pre-post-test mixed-methods research design was employed. A total of 95 participants from secondary and tertiary educational institutions in Malaysia engaged in an ELT-informed MIL board game intervention. The impact on MIL knowledge was assessed using a structured MIL knowledge test and a qualitative feedback survey.
Findings – Results indicate that the intervention positively influenced MIL knowledge acquisition, as indicated by statistically significant improvements in post-test scores. Qualitative feedback further revealed enhanced understanding of MIL concepts, strengthened sense of responsible digital citizenship, and affirmation of the experiential game-based approach as an effective learning method.
Significance – This study offers valuable insights into the application of ELT within non-digital game-based MIL education, particularly across diverse educational levels in Malaysia. It presents a scalable and cost-effective model for fostering critical thinking and ethical media engagement, offering practical recommendations for educators, community-based organisations, and policymakers in advancing MIL education nationwide.
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