Effects of two scenario approaches for digital sobriety education among higher education students

Abstract In the context of the growing impact of digital technology, this study explores the effectiveness of a gamified learning tool designed to educate higher education students about digital sobriety. The aim is to analyse the effects of two different learning scenarios on digital sobriety maturity, motivation to adopt responsible digital behaviour and the feeling of competence to act collectively. In an experimental approach, 107 students took part in a game-based learning experience (escape game) followed by the drafting of digital eco-gesture charters. One group was asked to take individual action, while the other was asked to take collective action. The results show that both scenarios improve digital maturity, with no significant difference between the two. However, the collective scenario reinforces the feeling of competence to act collectively. Finally, regardless of the scenario, the students appear to be motivated by intrinsic and identified reasons, underlining their awareness.

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Publication Details

Journal
International Journal of Educational Technology in Higher Education
Published
2025-11-23
DOI
https://doi.org/10.1186/s41239-025-00569-3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Effects of two scenario approaches for digital sobriety education among higher education students

Bruno De Lièvre, Gaëtan Temperman, Sarah Descamps
International Journal of Educational Technology in Higher Education
Educational Games and Gamification
article

Effects of two scenario approaches for digital sobriety education among higher education students

Bruno De Lièvre, Gaëtan Temperman, Sarah Descamps
article en

Abstract

Abstract In the context of the growing impact of digital technology, this study explores the effectiveness of a gamified learning tool designed to educate higher education students about digital sobriety. The aim is to analyse the effects of two different learning scenarios on digital sobriety maturity, motivation to adopt responsible digital behaviour and the feeling of competence to act collectively. In an experimental approach, 107 students took part in a game-based learning experience (escape game) followed by the drafting of digital eco-gesture charters. One group was asked to take individual action, while the other was asked to take collective action. The results show that both scenarios improve digital maturity, with no significant difference between the two. However, the collective scenario reinforces the feeling of competence to act collectively. Finally, regardless of the scenario, the students appear to be motivated by intrinsic and identified reasons, underlining their awareness.

International Journal of Educational Technology in Higher EducationVol. 22(1)
University of Mons (BE)
Openalex Percentile: Top 60%
Educational Games and Gamification
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Effects of two scenario approaches for digital sobriety education among higher education students — Bruno De Lièvre, Gaëtan Temperman, et al. · International Journal of Educational Technology in Higher Education (2025) | TGRS Research Map | TGRS