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Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness

BACKGROUND: Digital game-based learning (DGBL) makes use of the entertaining power of digital games for educational purposes. Effectiveness assessment of DGBL programs has been underexplored and no attempt has been made to simultaneously model both important components of DGBL: learning attainment (...

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Detalles Bibliográficos
Autores principales: Huen, Jenny MY, Lai, Eliza SY, Shum, Angie KY, So, Sam WK, Chan, Melissa KY, Wong, Paul WC, Law, YW, Yip, Paul SF
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5075045/
https://www.ncbi.nlm.nih.gov/pubmed/27717921
http://dx.doi.org/10.2196/mental.5656
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author Huen, Jenny MY
Lai, Eliza SY
Shum, Angie KY
So, Sam WK
Chan, Melissa KY
Wong, Paul WC
Law, YW
Yip, Paul SF
author_facet Huen, Jenny MY
Lai, Eliza SY
Shum, Angie KY
So, Sam WK
Chan, Melissa KY
Wong, Paul WC
Law, YW
Yip, Paul SF
author_sort Huen, Jenny MY
collection PubMed
description BACKGROUND: Digital game-based learning (DGBL) makes use of the entertaining power of digital games for educational purposes. Effectiveness assessment of DGBL programs has been underexplored and no attempt has been made to simultaneously model both important components of DGBL: learning attainment (ie, educational purposes of DGBL) and engagement of users (ie, entertaining power of DGBL) in evaluating program effectiveness. OBJECTIVE: This study aimed to describe and evaluate an Internet-based DGBL program, Professor Gooley and the Flame of Mind, which promotes mental health to adolescents in a positive youth development approach. In particular, we investigated whether user engagement in the DGBL program could enhance their attainment on each of the learning constructs per DGBL module and subsequently enhance their mental health as measured by psychological well-being. METHODS: Users were assessed on their attainment on each learning construct, psychological well-being, and engagement in each of the modules. One structural equation model was constructed for each DGBL module to model the effect of users' engagement and attainment on the learning construct on their psychological well-being. RESULTS: Of the 498 secondary school students that registered and participated from the first module of the DGBL program, 192 completed all 8 modules of the program. Results from structural equation modeling suggested that a higher extent of engagement in the program activities facilitated users’ attainment on the learning constructs on most of the modules and in turn enhanced their psychological well-being after controlling for users’ initial psychological well-being and initial attainment on the constructs. CONCLUSIONS: This study provided evidence that Internet intervention for mental health, implemented with the technologies and digital innovations of DGBL, could enhance youth mental health. Structural equation modeling is a promising approach in evaluating the effectiveness of DGBL programs.
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spelling pubmed-50750452016-11-07 Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness Huen, Jenny MY Lai, Eliza SY Shum, Angie KY So, Sam WK Chan, Melissa KY Wong, Paul WC Law, YW Yip, Paul SF JMIR Ment Health Original Paper BACKGROUND: Digital game-based learning (DGBL) makes use of the entertaining power of digital games for educational purposes. Effectiveness assessment of DGBL programs has been underexplored and no attempt has been made to simultaneously model both important components of DGBL: learning attainment (ie, educational purposes of DGBL) and engagement of users (ie, entertaining power of DGBL) in evaluating program effectiveness. OBJECTIVE: This study aimed to describe and evaluate an Internet-based DGBL program, Professor Gooley and the Flame of Mind, which promotes mental health to adolescents in a positive youth development approach. In particular, we investigated whether user engagement in the DGBL program could enhance their attainment on each of the learning constructs per DGBL module and subsequently enhance their mental health as measured by psychological well-being. METHODS: Users were assessed on their attainment on each learning construct, psychological well-being, and engagement in each of the modules. One structural equation model was constructed for each DGBL module to model the effect of users' engagement and attainment on the learning construct on their psychological well-being. RESULTS: Of the 498 secondary school students that registered and participated from the first module of the DGBL program, 192 completed all 8 modules of the program. Results from structural equation modeling suggested that a higher extent of engagement in the program activities facilitated users’ attainment on the learning constructs on most of the modules and in turn enhanced their psychological well-being after controlling for users’ initial psychological well-being and initial attainment on the constructs. CONCLUSIONS: This study provided evidence that Internet intervention for mental health, implemented with the technologies and digital innovations of DGBL, could enhance youth mental health. Structural equation modeling is a promising approach in evaluating the effectiveness of DGBL programs. JMIR Publications 2016-10-07 /pmc/articles/PMC5075045/ /pubmed/27717921 http://dx.doi.org/10.2196/mental.5656 Text en ©Jenny MY Huen, Eliza SY Lai, Angie KY Shum, Sam WK So, Melissa KY Chan, Paul WC Wong, YW Law, Paul SF Yip. Originally published in JMIR Mental Health (http://mental.jmir.org), 07.10.2016. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on http://mental.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Huen, Jenny MY
Lai, Eliza SY
Shum, Angie KY
So, Sam WK
Chan, Melissa KY
Wong, Paul WC
Law, YW
Yip, Paul SF
Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness
title Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness
title_full Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness
title_fullStr Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness
title_full_unstemmed Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness
title_short Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness
title_sort evaluation of a digital game-based learning program for enhancing youth mental health: a structural equation modeling of the program effectiveness
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5075045/
https://www.ncbi.nlm.nih.gov/pubmed/27717921
http://dx.doi.org/10.2196/mental.5656
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