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Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation
This study, using an observational design, assessed the effect of digital educational games on students’ intention to quit smoking. Specifically, a series of digital games were developed to encourage smoking cessation and enhance students’ engagement with the material. Three determinants of engageme...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7216176/ https://www.ncbi.nlm.nih.gov/pubmed/32295202 http://dx.doi.org/10.3390/ijerph17082695 |
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author | Guo, Jong-Long Hsu, Hsiao-Pei Lin, Mei-Hsun Lin, Cheng-Yu Huang, Chiu-Mieh |
author_facet | Guo, Jong-Long Hsu, Hsiao-Pei Lin, Mei-Hsun Lin, Cheng-Yu Huang, Chiu-Mieh |
author_sort | Guo, Jong-Long |
collection | PubMed |
description | This study, using an observational design, assessed the effect of digital educational games on students’ intention to quit smoking. Specifically, a series of digital games were developed to encourage smoking cessation and enhance students’ engagement with the material. Three determinants of engagement were tested: perceived ease of use, perceived usefulness, and perceived satisfaction. Usability assessments were performed using a structured questionnaire and usability-testing software (Morae). Most students reported that the games were easy to use (73.3–93.3%), useful (60.0–83.3%) and satisfactory (66.7–70.0%). After using the games, approximately half (46.7–53.3%) reported that they intended to quit smoking. After controlling for gender and age, multiple regression analysis revealed that only perceived usefulness statistically significantly contributed to intention to quit (β = 2.38, p < 0.05). ‘Taiko Drumming’ showed the highest number of mouse clicks (67.23), and the lowest time between inputs (7.88 s). It also received the most positive feedback (17 marks). These findings show that integrating learners’ experiences into the development of learning material can improve learning effectiveness. |
format | Online Article Text |
id | pubmed-7216176 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-72161762020-05-22 Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation Guo, Jong-Long Hsu, Hsiao-Pei Lin, Mei-Hsun Lin, Cheng-Yu Huang, Chiu-Mieh Int J Environ Res Public Health Article This study, using an observational design, assessed the effect of digital educational games on students’ intention to quit smoking. Specifically, a series of digital games were developed to encourage smoking cessation and enhance students’ engagement with the material. Three determinants of engagement were tested: perceived ease of use, perceived usefulness, and perceived satisfaction. Usability assessments were performed using a structured questionnaire and usability-testing software (Morae). Most students reported that the games were easy to use (73.3–93.3%), useful (60.0–83.3%) and satisfactory (66.7–70.0%). After using the games, approximately half (46.7–53.3%) reported that they intended to quit smoking. After controlling for gender and age, multiple regression analysis revealed that only perceived usefulness statistically significantly contributed to intention to quit (β = 2.38, p < 0.05). ‘Taiko Drumming’ showed the highest number of mouse clicks (67.23), and the lowest time between inputs (7.88 s). It also received the most positive feedback (17 marks). These findings show that integrating learners’ experiences into the development of learning material can improve learning effectiveness. MDPI 2020-04-14 2020-04 /pmc/articles/PMC7216176/ /pubmed/32295202 http://dx.doi.org/10.3390/ijerph17082695 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Guo, Jong-Long Hsu, Hsiao-Pei Lin, Mei-Hsun Lin, Cheng-Yu Huang, Chiu-Mieh Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation |
title | Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation |
title_full | Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation |
title_fullStr | Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation |
title_full_unstemmed | Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation |
title_short | Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation |
title_sort | testing the usability of digital educational games for encouraging smoking cessation |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7216176/ https://www.ncbi.nlm.nih.gov/pubmed/32295202 http://dx.doi.org/10.3390/ijerph17082695 |
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