ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNING

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 ga...

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Main Authors: Huey Shyh Tan, Soon Hin Hew, Heidi Yeen Ju Tan
Format: Article
Language:English
Published: UUM Press 2025-07-01
Series:Malaysian Journal of Learning and Instruction
Subjects:
Online Access:https://e-journal.uum.edu.my/index.php/mjli/article/view/24240
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author Huey Shyh Tan
Soon Hin Hew
Heidi Yeen Ju Tan
author_facet Huey Shyh Tan
Soon Hin Hew
Heidi Yeen Ju Tan
author_sort Huey Shyh Tan
collection DOAJ
description 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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spelling doaj-art-2755ea4f9e7445efa5ca4643fa9f72ff2025-08-20T02:45:41ZengUUM PressMalaysian Journal of Learning and Instruction1675-81102180-24832025-07-0122210.32890/mjli2025.22.2.2ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNINGHuey Shyh Tan0Soon Hin Hew1Heidi Yeen Ju Tan2Faculty of Creative Multimedia, Multimedia UniversityFaculty of Creative Multimedia, Multimedia UniversityFaculty of Creative Multimedia, Multimedia University 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. https://e-journal.uum.edu.my/index.php/mjli/article/view/24240Media and information literacyexperiential learningnon-digital game-based learningknowledge efficacy
spellingShingle Huey Shyh Tan
Soon Hin Hew
Heidi Yeen Ju Tan
ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNING
Malaysian Journal of Learning and Instruction
Media and information literacy
experiential learning
non-digital game-based learning
knowledge efficacy
title ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNING
title_full ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNING
title_fullStr ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNING
title_full_unstemmed ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNING
title_short ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNING
title_sort enhancing media and information literacy through experiential game based learning
topic Media and information literacy
experiential learning
non-digital game-based learning
knowledge efficacy
url https://e-journal.uum.edu.my/index.php/mjli/article/view/24240
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AT soonhinhew enhancingmediaandinformationliteracythroughexperientialgamebasedlearning
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