Related Experiment Video
Updated: Nov 7, 2025

The Adventures of Fundi Intervention Based on the Cognitive and Emotional Processing in Attention Deficit Hyperactive Disorder Patients
Published on: June 12, 2020
Contextualized game-based intervention for digital literacy for the Pacific Islands
Pritika Reddy1, Kaylash Chaudhary2, Bibhya Sharma2
1Department of Computing Science and Information Systems, Fiji National University, Suva, Fiji.
Abstract:
In the digital age, advocating and improving digital literacy is a global challenge. There have been scales developed to measure individuals' digital literacy competencies; however, intervention programs have been only a few. This research paper articulates design details, validity, reliability and effectiveness of a new online modulated digital literacy intervention program (DLIP). For the development of DLIP, digital literacy is stipulated in this research as a universal framework that consists of six different literacies; media, information, technology, computer, visual, and communication literacy. An online module has been designed for each of these six literacies, and the concept of game-based learning has been used to engage the users and secure high user satisfaction. To test the reliability of the intervention, the Kuder- Richardson- 20 (KR-20) test was performed. The developed intervention was deemed to be reliable with the KR-20 value of 0.86. The construct validity was measured using the spearman's correlation test and since the values for all the constructs were above 0.3, the DLIP was valid. The effectiveness of the DLIP was evaluated by calculating the effect size. The Cohen's d test was used and the results show that the intervention was moderately effective. Although DLIP has been developed for the Pacific Islands it has global applicability.
More Related Videos
09:00Author Spotlight: Validation of SICOLE-R for Assessing Cognitive and Reading Skills in Spanish-Speaking Children and Its Role in Personalized Education
Published on: August 16, 2024
05:52Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Published on: March 8, 2018
Related Concept Videos
Community Based Intervention
Foundations of Community Mental Health Programs
Central to the success of community-based interventions is the...
Health Literacy
Social Foundations of Self I: Play and Game
Social Foundations of Self IV: Self in Digital Communication
Impact of Social Context on Individuals
Learning Disabilities
Dyslexia
Dyslexia is a...