Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games

The trend of educational board games is experiencing significant growth, with notable integration of technology; however, many educators continue to use both digital and physical board games. Digital board games offer convenience, accessibility, and enhanced interactivity through features like anima...

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Main Authors: Pakinee Ariya, Natchaya Wongwan, Kannikar Intawong, Kitti Puritat
Format: Article
Language:English
Published: Elsevier 2025-01-01
Series:Social Sciences and Humanities Open
Subjects:
Online Access:http://www.sciencedirect.com/science/article/pii/S2590291125001147
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author Pakinee Ariya
Natchaya Wongwan
Kannikar Intawong
Kitti Puritat
author_facet Pakinee Ariya
Natchaya Wongwan
Kannikar Intawong
Kitti Puritat
author_sort Pakinee Ariya
collection DOAJ
description The trend of educational board games is experiencing significant growth, with notable integration of technology; however, many educators continue to use both digital and physical board games. Digital board games offer convenience, accessibility, and enhanced interactivity through features like animations, sound effects, and automated rule enforcement. In contrast, physical board games emphasize tactile engagement and face-to-face social presence, fostering a stronger sense of connection among players. This study investigates the comparative impacts of digital and non-digital board games on knowledge acquisition, social presence, and emotional reactions among higher education students. Employing a quasi-experimental design, 82 students enrolled in an Information Literacy course were divided into two groups: one using digital board games and the other using non-digital board games. Pre- and post-tests measured knowledge acquisition, while the Social Presence in Gaming Questionnaire (SPGQ) and the Positive and Negative Affect Schedule (PANAS) assessed social and emotional impacts. Results indicate that both digital and non-digital games significantly enhance knowledge acquisition, with no substantial differences between the two formats. However, digital board games showed higher engagement levels, suggesting a greater potential for promoting active participation. Emotional responses were similar across both groups, with no significant differences in positive or negative affect. These findings underscore the educational value of both game formats and highlight the importance of selecting the appropriate type based on specific educational objectives.
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publishDate 2025-01-01
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series Social Sciences and Humanities Open
spelling doaj-art-5dfe4f9328e14e2e8802bc98f7ba96ff2025-08-20T02:37:01ZengElsevierSocial Sciences and Humanities Open2590-29112025-01-011110138710.1016/j.ssaho.2025.101387Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board gamesPakinee Ariya0Natchaya Wongwan1Kannikar Intawong2Kitti Puritat3Chiang Mai University, ThailandChiang Mai University, ThailandChiang Mai University, ThailandCorresponding author.; Chiang Mai University, ThailandThe trend of educational board games is experiencing significant growth, with notable integration of technology; however, many educators continue to use both digital and physical board games. Digital board games offer convenience, accessibility, and enhanced interactivity through features like animations, sound effects, and automated rule enforcement. In contrast, physical board games emphasize tactile engagement and face-to-face social presence, fostering a stronger sense of connection among players. This study investigates the comparative impacts of digital and non-digital board games on knowledge acquisition, social presence, and emotional reactions among higher education students. Employing a quasi-experimental design, 82 students enrolled in an Information Literacy course were divided into two groups: one using digital board games and the other using non-digital board games. Pre- and post-tests measured knowledge acquisition, while the Social Presence in Gaming Questionnaire (SPGQ) and the Positive and Negative Affect Schedule (PANAS) assessed social and emotional impacts. Results indicate that both digital and non-digital games significantly enhance knowledge acquisition, with no substantial differences between the two formats. However, digital board games showed higher engagement levels, suggesting a greater potential for promoting active participation. Emotional responses were similar across both groups, with no significant differences in positive or negative affect. These findings underscore the educational value of both game formats and highlight the importance of selecting the appropriate type based on specific educational objectives.http://www.sciencedirect.com/science/article/pii/S2590291125001147Educational board gamesDigital literacyDigital board gameEmotional reactionsSocial presence
spellingShingle Pakinee Ariya
Natchaya Wongwan
Kannikar Intawong
Kitti Puritat
Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games
Social Sciences and Humanities Open
Educational board games
Digital literacy
Digital board game
Emotional reactions
Social presence
title Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games
title_full Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games
title_fullStr Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games
title_full_unstemmed Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games
title_short Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games
title_sort digital literacy through gaming a comparative study of knowledge acquisition social presence and emotional reactions in digital and non digital board games
topic Educational board games
Digital literacy
Digital board game
Emotional reactions
Social presence
url http://www.sciencedirect.com/science/article/pii/S2590291125001147
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