DGIST: a digital game for international students' adjustment

Maryam Bisadi (Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore)
Alton Y.K. Chua (Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore)

Interactive Technology and Smart Education

ISSN: 1741-5659

Publication date: 14 April 2014

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.

Keywords

Citation

Bisadi, M. and Y.K. Chua, A. (2014), "DGIST: a digital game for international students' adjustment", Interactive Technology and Smart Education, Vol. 11 No. 1, pp. 15-31. https://doi.org/10.1108/ITSE-10-2013-0023

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Publisher

:

Emerald Group Publishing Limited

Copyright © 2014, Emerald Group Publishing Limited

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