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。

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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

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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

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

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.

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

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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

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