Vol. 15 No. 2 (2024):
Research Article

Promoting technological literacy through virtual game-based field trips: Effects on knowledge, attitudes, and gender

Phillip T. Bengel
Independent Researcher, Germany
Bio
Carina Peter
Philipps University Marburg
Bio
Two variants (actual and virtual) implementing an identical DGBL-based field trip concept

Published 2024-07-02

Keywords

  • virtual field trips,
  • game-based learning,
  • gender studies,
  • technological literacy,
  • geography education,
  • forest ecosystem
  • ...More
    Less

How to Cite

Bengel, Phillip, and Carina Peter. 2024. “Promoting Technological Literacy through Virtual Game-Based Field Trips: Effects on Knowledge, Attitudes, and Gender”. European Journal of Geography 15 (2):120-34. https://doi.org/10.48088/ejg.p.ben.15.2.120.134.
Received 2024-04-15
Accepted 2024-06-30
Published 2024-07-02

Abstract

Virtual field trips in combination with digital game-based learning offer great potential for creating new learning environments, especially for geography education. Those approaches are not only needed to transfer knowledge but also to contribute to creating a more technologically literate society. For the future design of learning spaces and the corresponding professional development of teachers, it is indispensable to learn what the pedagogical advantages and limitations of fully virtual game-based approaches are. For this, it is necessary to know whether purely virtual concepts differ in knowledge transfer from those applied in technology-supported field trips on site. When it comes to promoting technological literacy, additional relevant questions are whether there are influences on participants’ attitudes toward modern technologies and whether there are implied gender effects in this regard. An empirical comparative study of a total of n=110 German high school students was conducted using a survey to answer these questions. Key results are that actual and virtual designs using technology-supported game-based learning approaches can be equally effective in knowledge transfer. Further certain technology-averse attitudes could be identified, which were more prevalent among females than males. This gender gap could be leveled out by the effects of the virtual game-based field trip. Across genders, the levels of aversion were reduced, as well, while affirmative attitudes toward modern technology rose.

Highlights:

  • Combined DGBL-VFT approach effectively conveys subject-specific knowledge.
  • VFT fosters technological literacy via participants’ tech attitudes.
  • Gender gap closed by strong positive effects on females’ attitudes.

Downloads

Download data is not yet available.

References

  1. Agbo, F. J., Oyelere, S. S., Suhonen, J., & Tukiainen, M. (2022). Design, development, and evaluation of a virtual reality game-based application to support computational thinking. Educational Technology Research and Development, 1–33. https://doi.org/10.1007/s11423-022-10161-5
  2. Allert, H., & Richter, C. (2017). Kultur der Digitalität statt digitaler Bildungsrevolution. Pädagogische Rundschau, 71(1), 19–32. https://docserver.ingentaconnect.com/deliver/connect/plg/00309273/v71n1/s2.pdf?expires=1674040418&id=0000&titleid=72010663&checksum=1A35B2F218122E7D27713048B13328CF&host=https://www.ingentaconnect.com
  3. Al-Mugheed, K., Bayraktar, N., Al-Bsheish, M., AlSyouf, A., Aldhmadi, B. K., Jarrar, M., & Alkhazali, M. (2022). Effectiveness of game-based virtual reality phone application and online education on knowledge, attitude and compliance of standard precautions among nursing students. PloS One, 17(11), e0275130. https://doi.org/10.1371/journal.pone.0275130
  4. Alsaqqaf, A. Z. (2022). Conceptual Framework for Designing Virtual Field Trip Games. Durham University, Durham, United Kingdom. http://etheses.dur.ac.uk/14875/1/VFTG-Final.pdf?DDD4
  5. Anderson, D. J. & Krettenauer T. (2021). Connectedness to Nature and Pro-Environmental Behaviour from Early Adolescence to Adulthood: A Comparison of Urban and Rural Canada. Sustainabilty, 13(7), 3655. https://doi.org/10.3390/su13073655
  6. Araujo-Junior, R. M., & Bodzin, A. M. (2022). Effects of a place-based digital gameful learning experience on middle school students’ watershed literacy and attitudes about desktop virtual reality gameplay. Interactive Learning Environments, 1–19. https://doi.org/10.1080/10494820.2022.2118785
  7. Ardies, J., Maeyer, S. de, & Gijbels, D. (2013). Reconstructing the Pupils Attitude Towards Technology-survey. Design and Technology Education: An International Journal, 18(1), 8–19. https://files.eric.ed.gov/fulltext/EJ1007134.pdf
  8. Bätz, K., Wittler, S., & Wilde, M. (2010). Differences between boys and girls in extracurricular learning settings. International Journal of Environ-mental & Science Education, 5(1), 51–64. https://files.eric.ed.gov/fulltext/EJ884411.pdf
  9. Bengel, P. T., & Peter, C. (2021). Modern Technology in Geography Education – Attitudes of Pre-Service Teachers of Geography on Modern Technology. Education Science, 11(11), 708. https://doi.org/10.3390/educsci11110708
  10. Bengel, P. T., & Peter, C. (2022). Technology in Nature – mDGBL as a Successful Approach to Promote Complex Contents?. Sustainabilty, (15(1), 633. https://doi.org/10.3390/su15010633
  11. Buelin, J., Daugherty, M. K., Hoepfl, C., Kelley, T., Loveland, T., Moye, J. & Summer, A. (2019). ITEEA Standards for Technological Literacy Revision Project: Background, Rationale, and Structure. ITEEA. https://assets-002.noviams.com/novi-file-uploads/iteea/standards/STLRevisionRationale06_28_2019.pdf
  12. Bruch, K. M., Braun, H.-W., & Teel, S. (2011). Evaluating the Effectiveness of Live Interactive Virtual Explorations Involving a Hard-to-Reach Native American Earth Lodge and a Pacific Island Volcanoes Site. Journal of Interpretation Research, 16(1), 67–72. https://doi.org/10.1177/109258721101600105
  13. Bühner, M. (2011). Einführung in die Test- und Fragebogenkonstruktion (3., aktualisierte und erweiterte Auflage). Always learning. Pearson.
  14. Cai, Z., Fan, X., & Du, J. (2017). Gender and attitudes toward technology use: A meta-analysis. Computers & Education, 105, 1–13. https://doi.org/10.1016/j.compedu.2016.11.003
  15. Çaliskan, O. (2011). Virtual field trips in education of earth and environmental sciences. Procedia - Social and Behavioral Sciences, 15, 3239–3243. https://doi.org/10.1016/j.sbspro.2011.04.278
  16. Camacho-Sánchez, R., Rillo-Albert, A., & Lavega-Burgués, P. (2022). Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation. Applied Sciences, 12(21), 11214. https://doi.org/10.3390/app122111214
  17. Cárdenas-Sainz, B. A., Barrón-Estrada, M. L., Zatarain-Cabada, R., & Ríos-Félix, J. M. (2022). Integration and acceptance of Natural User Interfaces for interactive learning environments. International Journal of Child-Computer Interaction, 31, 100381. https://doi.org/10.1016/j.ijcci.2021.100381
  18. Cesário, V., & Nisi, V. (2022). Designing with teenagers: A teenage perspective on enhancing mobile museum experiences. International Journal of Child-Computer Interaction, 33, 100454. https://doi.org/10.1016/j.ijcci.2022.100454
  19. Cheng, K.-H., & Tsai, C.-C. (2019). A case study of immersive virtual field trips in an elementary classroom: Students’ learning experience and teacher-student interaction behaviors. Computers & Education, 140, 103600. https://doi.org/10.1016/j.compedu.2019.103600
  20. Desrochers, J. E., Albert, G., Milfont, T. L., Kelly, B., & Arnocky, S. (2019). Does Personality Mediate the Relationship Between Sex and Environ-ments? Personality and individual differences, 147, 204-213. https://doi.org/10.1016/j.paid.2019.04.026
  21. Dyrenfurth, M. J., & Kozak, M. R. (1991). Technological literacy. 40th yearbook of the Council on Technology Teacher Education. Peoria, IL: Glen-coe.
  22. Eagly, A. H., & Chaiken, S. (2011). The psychology of attitudes [repr.]. Wadsworth Cengage Learning.
  23. Edwards, R. C., & Larson, B. M. H. (2020). When screens replace backyards: strategies to connect digital-media-oriented young people to nature. Environmental Education Research, 26(7), 950–968. https://doi.org/10.1080/13504622.2020.1776844
  24. Firomumwe, T. (2021). Exploring the Opportunities of Virtual fieldwork in Teaching Geography During Covid-19 Pandemic. International Journal of Geography and Geography Education. Advance online publication. https://doi.org/10.32003/igge.973983
  25. Francis, J., Ball, C., Kadylak, T., & Cotten, S. R. (2019). Aging in the Digital Age: Conceptualizing Technology Adoption and Digital Inequalities. In Ageing and Digital Technology (pp. 35–49). Springer. https://doi.org/10.1007/978-981-13-3693-5_3
  26. García de la Vega, A. (2022). A Proposal for Geography Competence Assessment in Geography Fieldtrips for Sustainable Education. Sustainability, 14(3), 1429. https://doi.org/10.3390/su14031429
  27. Giannakas, F., Kambourakis, G., Papasalouros, A., & Gritzalis, S. (2018). A critical review of 13 years of mobile game-based learning. Educational Technology Research and Development, 66(2), 341–384. https://doi.org/10.1007/s11423-017-9552-z
  28. Gram-Hanssen, K. (2008). Consuming technologies – developing routines. Journal of Cleaner Production, 16(11), 1181–1189. https://doi.org/10.1016/j.jclepro.2007.08.006
  29. Huff, I., Ellis, G. W., McAuliffe, L., Ellis, S. K., & McGinnis-Cavanaugh, B. (2012). Engaging the Imagination of Young People to Increase Technical Literacy. American Society for Engineering Education, 1–15. https://strategy.asee.org/engaging-the-imagination-of-young-people-to-increase-technical-literacy
  30. Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. ten (2009). Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332–344. https://doi.org/10.1111/j.1365-2729.2009.00316.x
  31. Ho, S.-J., Hsu, Y.-S., Lai, C.-H., Chen, F.-H., & Yang, M.-H. (2022). Applying Game-Based Experiential Learning to Comprehensive Sustainable De-velopment-Based Education. Sustainability, 14(3), 1172. https://doi.org/10.3390/su14031172
  32. Islahi, F., & Nasrin, N. (2019). Exploring Teacher Attitude towards Information Technology with a Gender Perspective. Contemporary Educational Technology, 10(1). https://doi.org/10.30935/cet.512527
  33. Kaiser, F. G., & Frick, J. (2002). Entwicklung eines Messinstrumentes zur Erfassung von Umweltwissen auf der Basis des MRCML-Modells. Diagno-stica, 48(4), 181–189. https://doi.org/10.1026//0012-1924.48.4.181
  34. Kelly, D., Nic Giolla Easpaig, B., & Castillo, P. (2023). ‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming. Games and Cul-ture, 18(1), 62–78. https://doi.org/10.1177/15554120221077730
  35. Khasawneh, O. Y. (2023). Technophobia: How Students’ Technophobia Impacts Their Technology Acceptance in an Online Class. International Journal of Human–Computer Interaction, 39(13), 2714–2723. https://doi.org/10.1080/10447318.2022.2085398
  36. Klippel, A., Zhao, J., Jackson, K. L., La Femina, P., Stubbs, C., Wetzel, R., Blair, J., Wallgrün, J. O., & Oprean, D. (2019). Transforming Earth Science Education Through Immersive Experiences: Delivering on a Long Held Promise. Journal of Educational Computing Research, 57(7), 1745–1771. https://doi.org/10.1177/0735633119854025
  37. Klippel, A., Zhao, J., Oprean, D., Wallgrün, J. O., Stubbs, C., La Femina, P., & Jackson, K. L. (2020). The value of being there: Toward a science of immersive virtual field trips. Virtual Reality, 24(4), 753–770. https://doi.org/10.1007/s10055-019-00418-5
  38. Knoblich, L. (2020). Digital gestützte Biodiversitätsexkursionen. Biologie in Unserer Zeit, 50(2), 134–142. https://doi.org/10.1002/biuz.202010703
  39. García de la Vega, A. (2022). A Proposal for Geography Competence Assessment in Geography Fieldtrips for Sustainable Education. Sustainability, 14(3), 1429. https://doi.org/10.3390/su14031429
  40. Latour, B. (2021). Where Are The Missing Masses? The Sociology of a Few Mundane Artefacts. In D. G. Johnson & J. M. Wetmore (Eds.), Inside technology. Technology and society: Building our sociotechnical future (Second edition). The MIT Press.
  41. Lave, J., & Wenger-Trayner, É. (2011). Situated learning: Legitimate peripheral participation (24. print). Learning in doing. Cambridge Univ. Press.
  42. Liang, C., Song, Y., & Wang, B. (2022). The Influence of Social Function of Mobile Game Augmented Reality and Virtual Reality Environment on Mobile Phone Users’ Addiction. Wireless Communications and Mobile Computing, 2022, 1–8. https://doi.org/10.1155/2022/2903124
  43. Marth, M., & Bogner, F. X. (2019). Monitoring a gender gap in interest and social aspects of technology in different age groups. International Journal of Technology and Design Education, 29(2), 217–229. https://doi.org/10.1007/s10798-018-9447-2
  44. Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29–40. https://doi.org/10.1016/j.compedu.2013.07.033
  45. Morawski, M., & Wolff-Seidel, S. (2023). Gaming & Geography (Education): Gaming and Geography (Education): A Model of Reflexive Analysis of Space and Action in Video Games. European Journal of Geography, 14(3), 1–19. https://doi.org/10.48088/ejg.m.mor.14.3.001.019
  46. Nemoto, T., & Beglar, D. (2014). Developing Likert-scale questionnaires. In N. Sonda & A. Krause (Chair), JALT2013. Symposium conducted at the meeting of Temple University, Japan. https://jalt-publications.org/sites/default/files/pdf-article/jalt2013_001.pdf
  47. Niiranen, S. (2016). Increasing girls’ interest in technology education as a way to advance women in technology [Dissertation]. University of Jyväskylä, Jyväskylä http://urn.fi/URN:ISBN:978-951-39-6736-9
  48. Nikolaou, A., Schwabe, A., & Boomgaarden, H. (2022). Changing social attitudes with virtual reality: a systematic review and meta-analysis. An-nals of the International Communication Association, 46(1), 30–61. https://doi.org/10.1080/23808985.2022.2064324
  49. Nueva, M. G. C. (2019). A Literature Review on the Current Technology in Education: An Examination of Teachers Use of Technology and Its Association to Digital Inequality in School. DLSU Arts Congress, 1–8. https://www.dlsu.edu.ph/wp-content/uploads/pdf/conferences/arts-congress-proceedings/2019/CP-04.pdf
  50. Oswald, T. K., Rumbold, A. R., Kedzior, S. G. E., & Moore, V. M. (2020). Psychological impacts of "screen time" and "green time" for children and adolescents: A systematic scoping review. PloS One, 15(9), e0237725. https://doi.org/10.1371/journal.pone.0237725
  51. Pérez Sedeño, E. (2021). Gender: The Missing Factor in STS. In D. G. Johnson & J. M. Wetmore (Eds.), Inside technology. Technology and society: Building our sociotechnical future (Second edition, pp. 173–184). The MIT Press.
  52. Prensky, M. (2003). Digital game-based learning (Vol. 1). McGraw-Hill.
  53. Pirker, J., & Dengel, A. (2021). The Potential of 360° Virtual Reality Videos and Real VR for Education-A Literature Review. IEEE Computer Graphics and Applications, 41(4), 76–89. https://doi.org/10.1109/MCG.2021.3067999
  54. Robledo, D. A. R., & Prudente, M. S. (2022). "A Virtual Fieldtrip": Effects of Google Earth Learning Activities (GELA) on Students' Environmental Awareness and Environmental Attitudes. In ACM Digital Library, 2022 13th International Conference on E-Education, E-Business, E-Management, and E-Learning (IC4E) (pp. 1–8). Association for Computing Machinery. https://doi.org/10.1145/3514262.3514293
  55. Roelofsen, M., & Carter‐White, R. (2022). Virtual reality as a spatial prompt in geography learning and teaching. Geographical Research, 60(4), 625–636. https://doi.org/10.1111/1745-5871.12551
  56. Rogelj, B., Resnik Planinc, T., Repe, B., & Ilc Klun, M. (2024). Education for sustainable mobility in Slovenia: Using gamification to influence the travel habits of children. European Journal of Geography, 15(2), 81–93. https://doi.org/10.48088/ejg.b.rog.15.2.081.093
  57. Ruberto, T., Mead, C., Semken, S., Bruce, G., Buxner, S., & Anbar, A. D. (2017, October 22). Contrasting, Complementary Learning Outcomes of In-Person and Virtual Field-Based Geoscience Instruction at Grand Canyon National Park. The Geological Society of America. GSA Annual Meet-ing, Seattle. https://doi.org/10.1130/abs/2017AM-306229
  58. Salsabila, T., Putra, A. K., & Matos, T. (2022). Mobile Virtual Field Trip and Geography Education: Potential Exploration of Complex Problem Solv-ing and Spatial Intelligence Capabilities. International Journal of Interactive Mobile Technologies (IJIM), 16(24), 21–31. https://doi.org/10.3991/ijim.v16i24.36157
  59. Siegmund, A., Michel, U., Forkel-Schubert, J., & Jahn, M. (2013). Digitale Medien in der BNE aus Sicht der Geographie. In U. Michel, A. Siegmund, M. Ehlers, A. Bittner, & M. Jahn (Eds.), Digitale Medien in der Bildung für nachhaltige Entwicklung: Potenziale und Grenzen (pp. 16–24). Oe-kom Verlag.
  60. Stumpf, R. J., Douglass, J., & Dorn, R. I. (2008). Learning Desert Geomorphology Virtually versus in the Field. Journal of Geography in Higher Edu-cation, 32(3), 387–399. https://doi.org/10.1080/03098260802221140
  61. Svenningsson, J., Höst, G., Hultén, M., & Hallström, J. (2022). Students’ attitudes toward technology: Exploring the relationship among affective, cognitive and behavioral components of the attitude construct. International Journal of Technology and Design Education, 32(3), 1531–1551. https://doi.org/10.1007/s10798-021-09657-7
  62. Verbeek, P.-P. (2024). What different kinds of human-technology-world relations exist? Peter-Paul Verbeek explains two dimensions of technological mediation. https://www.futurelearn.com/info/courses/philosophy-of-technology/0/steps/26321
  63. Virvou, M., Katsionis, G., & Manos, K. (2005). Combining Software Games with Education: Evaluation of its Educational Effectiveness. Educational Technology & Society, 8(2), 54–65. https://www.jstor.org/stable/pdf/jeductechsoci.8.2.54.pdf?refreqid=excelsior%3A9b0148de40c4c8585bb1cd7c2f46f3bb&ab_segments=&origin=&acceptTC=1
  64. Wagenmakers, E.-J. (2021). JASP (Version 0.14.1) [Computer software]. JASP Team. https://jasp-stats.org/
  65. Wang, K., Liu, P., Zhang, J., Zhong, J., Luo, X., Huang, J., & Zheng, Y. (2023). Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and Engagement. Sustainability, 15(7), 5716. https://doi.org/10.3390/su15075716
  66. Welledits, V., Schmidkonz, C., & Kraft, P. (2020). Digital Detox im Arbeitsleben: Methoden und Empfehlungen für einen gesunden Einsatz von Tech-nologien (1st ed. 2020). essentials. Springer Fachmedien Wiesbaden; Springer.
  67. Wood, B., Rea, M. S., Plitnick, B., & Figueiro, M. G. (2013). Light level and duration of exposure determine the impact of self-luminous tablets on melatonin suppression. Applied Ergonomics, 44(2), 237–240. https://doi.org/10.1016/j.apergo.2012.07.008
  68. Zeuss, D., Bald, L., Gottwald, J., Becker, M., Bellafkir, H., Bendix, J., Bengel, P., Beumer, L. T., Brandl, R., Brändle, M., Dahlke, S., Farwig, N., Freis-leben, B., Friess, N., Heidrich, L., Heuer, S., Höchst, S.,Holzmann, H., Lampe, P., Leberecht, M., Lindner, K., Masello, J. F., Möglich, J. M., Mühling, M., Müller, T., Noskov, A., Opgenoorth, L., Peter, C., Quillfeldt, P., Rösner, S., Royauté, R., Mestre-Runge, R., Schabo, D., Schnei-der, D., Seeger, B., Shayle, E., Steinmetz, R., Tafo, P., Vogelbacher, M., Wöllauer, S., Younis, S., Zobel, J., & Nauss, T. (2024). Nature 4.0: a networked sensor system for integrated biodiversity monitoring. Global Change Biology, 30(1), e17056. https://doi.org/10.1111/gcb.17056
  69. Zhao, J., La Femina, P., Carr, J., Sajjadi, P., Wallgrün, J. O., & Klippel, A. (2020). Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (pp. 893–902). IEEE. https://doi.org/10.1109/VR46266.2020.00012