In this paper, we have focused on possible connections between Esports, more narrowly League of Legends, and increased Computer Literacy Skills. The purpose of this study was to research Esports and Computer Literacy skills and analyse the possible link and how it might overall help one’s day-to-day life, job prospects and more by using Esports as a tool for learning Computer Literacy Skills. This study is guided by the theoretical perspective of transfer of learning. Using a cross-sectional observational study, we have come up with a 10-exercise test which analyses the computer literacy skills (CLS) of Esports players and Non-Esports individuals. Data were collected from 20 participants through observations to gauge participants’ performance, supplemented by a post-test survey to gather additional insights. Results between the two groups were similar, with a slight edge towards the Esports players group which has shown greater efficiency at completing the test overall and each individual task. Overall, our results show that people who enjoy these titles do tend to be more efficient at completing daily computer duties. However, both groups possess capable computer literacy skills in order to handle the ever-evolving digital world. Further research is mandatory to explore the causal relationship between League of Legends and computer literacy skills, as well as to identify strategies for incorporating Esports in educational settings regarding computer literacy skills.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hj-62661 |
Date | January 2023 |
Creators | Bodnarescu, Mihai Gabriel, Granstedt, Jacob |
Publisher | Jönköping University, JTH, Avdelningen för datateknik och informatik |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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