关键词
新冠疫情,严肃游戏, 互动场景、情景学习,自我保护
摘要
尽管开始接种疫苗,但在许多国家新冠病例仍持续迅速增长。对抗它的最好方法是个人保护。在这项研究中,我们开发了一款严肃的网络游戏 (WSG-COVID-19.SP) 来推动学习预防新冠的自我保护。我们还测试了其系统的有效性和可用性。 WSG-COVID-19.SP 是根据情境学习理论和诊断反馈机制开发的。其中包含六个故事和十七个学习目标。游戏中通过使用解决问题的方法来推动对口罩的使用、洗手和保持社交距离。研究使用对资料夹的分析来诊断学习问题和识别学习过程,并使用量表内容效度总体指数(S-CVI)评估内容的效度。通过对 71 名大学生的网络问卷调查测试其可用性, 以评估其技术接受程度和该游戏对增强未来自我保护行为的能力。S-CVI 指数为 0.81。可用性和可接受性与用户的大学专业(是否与信息技术相关)不相关,和性别也无关。在受访者中,84.5% 的受访者因其受到游戏诊断结果的推动,同意或强烈同意继续实施进行自我保护。对此WSG-COVID-19.SP 游戏展现了有效的内容和较高的用户满意度。
参考资料
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Centers for Disease Control and Prevention (CDC) (Ed.) (2019). Coronavirus disease 2019 (COVID-19). Protect yourself. http://bit.ly/3qodJSg
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Freitas, S. (2018). Are games effective learning tools? A review of educational games. Educational Technology & Society, 21(2), 74-84. https://bit.ly/2SyMgBe
Gardner, L. (2020). Modeling the spreading risk of 2019-nCoV. Johns Hopkins University Center for Systems Science and Engineering. http://bit.ly/2NpXzJD
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Naidu, S., Menon, M., Gunawardena, C., Lekamge, D., & Karunanayaka, S. (2007). How can scenario-based learning engender and promote reflective practice in online and distance education. In M. Spector (Ed.), Finding Your Online Voice: Stories Told by Experienced Online Educators (pp. 53-72). Lawrence Erlbaum. https://bit.ly/3o4qQI3
Nayef, B.H. (2015). The advantages and disadvantages of using multimedia in education. Journal of AL-Turath University College, 2(19), 96-104. https://bit.ly/33x3b9s
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Su, J.M., & Lin, H.Y. (2015). A reconfigurable simulation-based test system for automatically assessing software operating skills, special issue technology-supported assessment in education. Educational Technology & Society, 18(2), 60-79. https://bit.ly/2RGV33P
Suppan, M., Catho, G., Robalo-Nunes, T., Sauvan, V., Perez, M., Graf, C., Pittet, D., Harbarth, S., Abbas, M., & Suppan, L. (2020). A Serious game designed to promote safe behaviors among health care workers during the COVID-19 pandemic: Development of "Escape COVID-19". JMIR Serious Games, 8(4), e24986. https://doi.org/10.2196/24986
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
Link DOI | Link Google Scholar
World Health Organization (WHO) (Ed.) (2021). Coronavirus disease (COVID-19) advice for the public. https://bit.ly/3uENhpI
Fundref
技术信息
收到: 14-02-2021
修订: 02-03-2021
公认: 28-04-2021
OnlineFirst: 15-06-2021
发布日期: 01-10-2021
文章修改时间: 16 天 | 期刊编号的平均时间修订 69: 30 天
文章接受时间: 72 天 | 期刊编号的平均接受时间 69: 68 天
预印本编辑时间: 183 天 | 期刊编号的平均编辑时间预印 69: 180 天
文章编辑时间: 228 天 | 期刊编号的平均编辑时间 69: 225 天
度量
这篇文章的度量
浏览次数: 20468
对摘要的解读: 18237
PDF下载: 2231
的全部指标 69
浏览次数: 233962
对摘要的解读: 205386
PDF下载: 28576
被引用
引述 Web of Science
Yucra-Quispe, LM; Espinoza-Montoya, C; (...); Aguaded, I. From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people REVISTA DE COMUNICACION-PERU, 2022.
https://doi.org/10.26441/RC21.1-2022-A22
Dadaczynski, K; Tolks, D; (...); Fischer, F. The untapped potential of Games for Health in times of crises. A critical reflection FRONTIERS IN PUBLIC HEALTH, 2023.
https://doi.org/10.3389/fpubh.2023.1140665
Kermavnar, T; Visch, VT and Desmet, PMA. Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games JMIR SERIOUS GAMES, 2023.
引述 Scopus
Yucra-Quispe, L.-M., Espinoza-Montoya, C., Nunez-Pacheco, R., Aguaded, I. . From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people | [De consumidores a prosumidores: la narrativa transmedia en dos juegos moviles para adolescentes y jovenes]), Revista de Comunicacion, .
https://doi.org/10.26441/RC21.1-2022-A22
Paredes-Otero, G. . Immersive journalism in times of pandemic. Comparative study between newsgames and interactive journalistic narratives to report on Covid-19 ), CEUR Workshop Proceedings, .
Dadaczynski, K., Tolks, D., Wrona, K.J., Mc Call, T., Fischer, F.. The untapped potential of Games for Health in times of crises. A critical reflection), Frontiers in Public Health, .
https://doi.org/10.3389/fpubh.2023.1140665
Kermavnar, T., Visch, V.T., Desmet, P.M.A.. Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games), JMIR Serious Games, .
引述 Google Scholar
Yucra-Quispe, L. M., Espinoza-Montoya, C., Núñez-Pacheco, R., & Aguaded, I. (2022). De consumidores a prosumidores: la narrativa transmedia en dos juegos móviles para adolescentes y jóvenes. Revista de Comunicación, 21(1), 433-450.
替代指标
如何引用
Su, J., Yang, Y., Weng, T., Li, M., & Wang, C. (2021). A web-based serious game about self-protection for COVID-19 prevention: Development and usability testing. [Juegos serios en web para la auto-protección y prevención del COVID-19: Desarrollo y pruebas de usabilidad]. Comunicar, 69, 91-111. https://doi.org/10.3916/C69-2021-08