DGIST: A digital game for international students’ adjustment

Maryam Bisadi*, Alton Y.K. Chua

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

1 Citation (Scopus)

Abstract

Purpose - This paper aims to explore the use of digital game to help international student to acquire adjustment-related information. Design/methodology/approach - The study introduces a digital game called Digital Game for International Student Training (DGIST) which is intended to satisfy important aspects of international students’ information needs. To evaluate the efficacy of DGIST, a before-and-after with control experimental design was adopted. The experimental group students were exposed to DGIST, while the control group was given a paper-based document. A total of 80 participants were involved in the study. They were from nine different countries with average age of 26. The analysis of covariance was used to analyze the data collected. Findings - Statistical analyses reveal that there was a significant difference between DGIST and paper-based document in helping international students acquire adjustment-related information on post-test score. Originality/value - Although digital games have been developed for various subject areas, little attention has been focused on using digital games to address international students’ adjustment issues. This paper thus represents a step towards an uncharted research territory.

Original languageEnglish
Pages (from-to)15-31
Number of pages17
JournalInteractive Technology and Smart Education
Volume11
Issue number1
DOIs
Publication statusPublished - Jan 1 2014
Externally publishedYes

Bibliographical note

Publisher Copyright:
© Emerald Group Publishing Limited.

ASJC Scopus Subject Areas

  • Computer Science (miscellaneous)
  • Education

Keywords

  • Business process management
  • Feedback
  • Higher education
  • Information systems
  • Real-time continuous feedback
  • Simulation games

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