Palabras clave

COVID-19, juegos serios, usabilidad, escenario interactivo, aprendizaje basado en la situación, protección personal

Resumen

Los casos de COVID-19 siguen aumentando rápidamente en muchos países a pesar de la vacunación. La mejor forma de combatirlo es la protección personal. En este estudio desarrollamos un juego serio de la web (WSG-COVID-19.SP) para promover las estrategias de aprendizaje para protegerse contra el COVID-19. También probamos la validez y usabilidad del sistema. WSG-COVID-19.SP fue desarrollado de acuerdo a la teoría situada de aprendizaje y retroalimentación diagnóstica. Contiene seis historias con 17 objetivos de aprendizaje. Se usa un enfoque de resolución de problemas para promover el uso de mascarillas, lavado de manos y distanciamiento social. Se usó el análisis de portafolio para identificar los problemas y el proceso de aprendizaje. El índice global de validez de contenido de la escala (S-CVI) fue utilizado para evaluar su eficacia. La usabilidad fue probada mediante una encuesta de web de 71 estudiantes de una universidad para evaluar su aceptación tecnológica y la capacidad del juego para promover la protección personal. El S-CVI era 0,81. La usabilidad y aceptabilidad no correspondían con la especialización del usuario (ya sea que esté relacionada con la tecnología de la información) ni con el género. Un 84,5% de los usuarios quería continuar la práctica porque estaban motivados por los resultados diagnósticos. WSG-COVID-19.SP exhibe un contenido válido y una alta satisfacción del usuario.

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Ficha técnica

Recibido: 14-02-2021

Revisado: 02-03-2021

Aceptado: 28-04-2021

OnlineFirst: 15-06-2021

Fecha publicación: 01-10-2021

Tiempo de revisión del artículo : 16 (en días) | Media de tiempo de revisión de los manuscritos del número 69: 30 (en días)

Tiempo de aceptación del artículo: 73 (en días) | Media tiempo aceptación de los manuscritos del número 69: 69 (en días)

Tiempo de edición OnlineFirst: 184 (en días) | Media tiempo edición de los OnlineFirst del número 69: 181 (en días)

Tiempo de publicacicón final del artículo: 229 (en días) | Media tiempo de publicación final de los articulos del número 69: 226 (en días)

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Citas en 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

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https://doi.org/10.2196/41766

Citas en 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, .

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https://doi.org/10.3389/fpubh.2023.1140665

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Citas en 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.

https://revistadecomunicacion.com/article/view/2624

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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

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