Abstract:
This research aims to study the results of a digital game with a student-centered approach to enhance the digital quotient of lower secondary school students. The sample group consisted of 133 lower secondary school students by multi-stage sampling from two classes of each level of the Assumption College English Program in the 2020 academic year. The research tools included (1) a digital game with a student-centered approach to enhance the digital quotient of lower secondary school students; and (2) a digital quotient test. The data were analyzed using the dependent sample’s arithmetical mean, standard deviation, and a t-test. The research findings revealed the following: (1) the content and game design of a digital game with a student-centered approach had an Index of Item-Objective Congruence of 0.88 and 0.85 and an effectiveness Index of 0.28; and (2) the digital quotient achievement score was significantly higher than the pre-test scores at a level of 0.01. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.