Digitalizing Literacy for Sustainable Educational Development: A Conceptual Perspective of Digital Game-Based Literacy

Main Article Content

Monica Thomas Ogar
Grace Gregory Onah
Thomas Agu Ogar
Isong Cyril Paul

Abstract

This paper explores the role of digital literacy in promoting sustainable educational development, with particular attention to language learning. Key concepts such as literacy, digital technology, and sustainability are examined through a review of current literature. The integration of digital tools, especially online educational games, is highlighted as a strategy for enhancing student engagement and learning outcomes in the language classroom. The paper further discusses the pedagogical benefits of digital games and their alignment with 21st-century learning goals. Implications for practice include the need for targeted teacher training in digital pedagogy, policy reforms to support classroom access to digital tools, and collaborative task design to foster critical thinking and creativity. The paper concludes that incorporating digital literacy into the language curriculum is essential for achieving both educational innovation and sustainable development goals. (Word Count: 193)

Downloads

Download data is not yet available.

Article Details

Section

Articles

How to Cite

Ogar, M., Onah, G., Ogar, T., & Paul, I. (2026). Digitalizing Literacy for Sustainable Educational Development: A Conceptual Perspective of Digital Game-Based Literacy. Transdisciplinary Journal of Education & Sustainable Development Studies, 2(2), 91-106. https://doi.org/10.60787/tjesds.vol2no2.131

References

Cihak, D. F., & Wright, R. (2015). Incorporating functional digital literacy skills as part of the curriculum for high school students with intellectual disability. Education and Training in Autism and Developmental Disabilities, 50(2), 155-171

Coiro, J., Knobel, M., Lankshear, C., & Leu, D. J. (2008). Central issues in new literacies and new literacies research. In J. Coiro, M. Knobel, C. Lankshear, & D. J. Leu (Eds.), Handbook of research on new literacies (pp. 1–21). Lawrence Erlbaum Associates.

Cope, B., & Kalantzis, M. (2000). Literacy Learning and the design of social futures. Routledge

Dinata, K. B. (2021). Literasi digital dalam pembelajaran daring. Jurnal Eksponen, 11, 1–8.

Eshet-Alkalai, Y. (2004). Digital literacy: A conceptual framework for survival skills in the digital era. Journal of Educational Multimedia and Hypermedia, 13(1), 93–106.

Gee, J. P. (2003). What Video Games Have to Teach us about Leaning and Literacy. New York: Palgrave Macmillian.

Grahl, A. R. (2015). Illiteracy traps adults and their families in poverty. Rotary International. https://www.rotary.org

Hanemann, U. & Robinson, C. (2022). Rethinking literacy from a lifelong learning perspective in the cntext of the sustainable Development Goals and the International Conference on Adult Education. International Review of Education, 68, 233-258.

Harrt, M. Hosseini, H., & Mostafapour, M. (2020). Game On: Exploring the Effectiveness of Game-based Learning. Planning Practice & Research,. https://doi.org/10.1080/02697459.2020.1778859

Hsieh, Y. (2012). Online social networking skills: The social affordance approach to digital inequality. First Monday, 17(4). https://doi.org/10.5210/fm.v17i4.3893

Kinzie, M. B. & Joseph, D. R. D. (2008). Gender differences I game activity preferences of middle school children: Implications for educational game design. Educational Technology Research and Development, 56(5), 643-663.

Kress, G. (2003). Literacy in the new media age. Routledge.

Liu, Z. Y., Shaikh, Z. A, & Gazizova, F. (2020). Using the Concept of Game-based Learning in Education. IJET, 15(14), 53-64.

Meyers, E. M., Erickson, I., & Small, R. V. (2013). Digital literacy and informal learning environments. Learning, Media and Technology, 38(4), 355–367. https://doi.org/10.1080/17439884.2013.783597

Oghenekohwo, J. E. & Frank-Oputu, E. A. (2017). Literacy Education and Sustainable Development in Developing Societies. International Journal of Education & Literacy Studies, 5(2), 126-131

Osterman, M. D. (2012). Definition, theoretical framework and competencies. In M. S. Plakhotnik, S. M. Nielsen, & D. M. Pane (Eds), Proceedings of the 11th Annual College of Education & GSN Research Conference (pp. 135-141). Miami: Florida International University.

Prensky, M. (2001). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21. https://doi.org/10.1145/950566.950595

Prensky, M. (2010). Teaching Digital Natives: Partnering for Real Learning. Thousand Oaks, CA: Corwin Press.

Rybakova, K., Rice, M., Morgan, C., Zuker, L., McDermott, M., McGrail, E., Loomis, S., Piotrowski, A., Gacrcia, M., Gerber, H. R.,

Spires, H. A. (2015). Digital game-based learning. Journal of Adolescent & Adult Literacy, 59(2), 125–130.

Street, B. V. (2003). What’s “new” in New Literacy Studies? Critical approaches to literacy in theory and practice. Current Issues in Comparative Education, 5(2), 77-79.

THISDAY. (2019, April 12). The growth of literacy in Nigeria. THISDAY Newspaper. https://www.thisdaylive.com/index.php/2019/04/12/the-growth-literacy-in-nigeria/

UNESCO (2004). The plurality of literacy and its implications for policies and programmes. Paris

UNESCO. (1997). Literacy in the world and its major regions. Paper presented at the Fifth International Conference on Adult Education, Hamburg, Germany.

World Data Atlas. (2018). Nigeria adult literacy rate (1960–2019). https://knoema.com/atlas/Nigeria/Adult-literacy-rate

Similar Articles

You may also start an advanced similarity search for this article.