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Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

BACKGROUND: The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children’s experiences through playing. Previous studies identified that enjoyment and user experience satisfaction of the play...

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Autores principales: Espinosa-Curiel, Ismael Edrein, Pozas-Bogarin, Edgar Efrén, Martínez-Miranda, Juan, Pérez-Espinosa, Humberto
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7530690/
https://www.ncbi.nlm.nih.gov/pubmed/32940609
http://dx.doi.org/10.2196/21813
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author Espinosa-Curiel, Ismael Edrein
Pozas-Bogarin, Edgar Efrén
Martínez-Miranda, Juan
Pérez-Espinosa, Humberto
author_facet Espinosa-Curiel, Ismael Edrein
Pozas-Bogarin, Edgar Efrén
Martínez-Miranda, Juan
Pérez-Espinosa, Humberto
author_sort Espinosa-Curiel, Ismael Edrein
collection PubMed
description BACKGROUND: The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children’s experiences through playing. Previous studies identified that enjoyment and user experience satisfaction of the players are principal factors that can influence the success of serious video games and the learning of their players. However, research about the relationship between enjoyment and user experience satisfaction with learning in children 8 to 10 years old is sparse. OBJECTIVE: We examined the relationship of enjoyment and user experience satisfaction with the learning of children aged 8 to 10 years while playing a serious video game for health, FoodRateMaster. This serious video game teaches children about the characteristics of healthy and unhealthy foods and how to identify them in their environment. METHODS: Children aged 8 to 10 years were recruited from a primary school in Mexico. Participants completed 12 individual gaming sessions with FoodRateMaster in 6 weeks. A food knowledge questionnaire was administered before and after game play to assess the players’ food knowledge. In addition, after the gaming sessions, the children’s enjoyment and user experience satisfaction were evaluated using the EGameFlow questionnaire and the Game User Experience Satisfaction Scale (GUESS) questionnaire. RESULTS: We found significant positive associations for children’s (n=60) posttest knowledge with enjoyment (r(58)=0.36, P=.005) and user experience satisfaction (r(58)=0.27, P=.04). The children’s posttest knowledge scores were also positively correlated with challenge (r(58)=0.38, P=.003), knowledge improvement (r(58)=0.38, P=.003), and goal clarity (r(58)=0.29, P=.02) EGameFlow subscales and with narrative (r(58)=0.35, P=.006), creative freedom (r(58)=0.26, P=.04), and visual esthetics (r(58)=0.32, P=.01) GUESS subscales. Regression analysis indicated that the EGameFlow (F(7,52)=2.74, P=.02, R(2)=0.27) and the GUESS (F(8,51)=2.20, P=.04, R(2)=0.26) ratings significantly predicted the children’s posttest knowledge scores. EGameFlow challenge (β=0.40, t(52)=2.17, P=.04) and knowledge improvement (β=0.29, t(52)=2.06, P=.04) subscales significantly contributed to predicting children’s learning. None of the GUESS subscales significantly contributed to predicting children’s learning. CONCLUSIONS: The findings of this study suggest that both enjoyment and user experience satisfaction for children aged 8 to 10 years were positively correlated with their learning and that were significant predictors of it. Challenge, knowledge improvement, narrative, creative freedom, and visual esthetics subscales correlated positively with children’s learning. In addition, challenge and knowledge improvement contributed to predicting their learning. These results are relevant to consider during the design stages of serious games developed for young children’s learning purposes.
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spelling pubmed-75306902020-10-16 Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study Espinosa-Curiel, Ismael Edrein Pozas-Bogarin, Edgar Efrén Martínez-Miranda, Juan Pérez-Espinosa, Humberto JMIR Serious Games Original Paper BACKGROUND: The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children’s experiences through playing. Previous studies identified that enjoyment and user experience satisfaction of the players are principal factors that can influence the success of serious video games and the learning of their players. However, research about the relationship between enjoyment and user experience satisfaction with learning in children 8 to 10 years old is sparse. OBJECTIVE: We examined the relationship of enjoyment and user experience satisfaction with the learning of children aged 8 to 10 years while playing a serious video game for health, FoodRateMaster. This serious video game teaches children about the characteristics of healthy and unhealthy foods and how to identify them in their environment. METHODS: Children aged 8 to 10 years were recruited from a primary school in Mexico. Participants completed 12 individual gaming sessions with FoodRateMaster in 6 weeks. A food knowledge questionnaire was administered before and after game play to assess the players’ food knowledge. In addition, after the gaming sessions, the children’s enjoyment and user experience satisfaction were evaluated using the EGameFlow questionnaire and the Game User Experience Satisfaction Scale (GUESS) questionnaire. RESULTS: We found significant positive associations for children’s (n=60) posttest knowledge with enjoyment (r(58)=0.36, P=.005) and user experience satisfaction (r(58)=0.27, P=.04). The children’s posttest knowledge scores were also positively correlated with challenge (r(58)=0.38, P=.003), knowledge improvement (r(58)=0.38, P=.003), and goal clarity (r(58)=0.29, P=.02) EGameFlow subscales and with narrative (r(58)=0.35, P=.006), creative freedom (r(58)=0.26, P=.04), and visual esthetics (r(58)=0.32, P=.01) GUESS subscales. Regression analysis indicated that the EGameFlow (F(7,52)=2.74, P=.02, R(2)=0.27) and the GUESS (F(8,51)=2.20, P=.04, R(2)=0.26) ratings significantly predicted the children’s posttest knowledge scores. EGameFlow challenge (β=0.40, t(52)=2.17, P=.04) and knowledge improvement (β=0.29, t(52)=2.06, P=.04) subscales significantly contributed to predicting children’s learning. None of the GUESS subscales significantly contributed to predicting children’s learning. CONCLUSIONS: The findings of this study suggest that both enjoyment and user experience satisfaction for children aged 8 to 10 years were positively correlated with their learning and that were significant predictors of it. Challenge, knowledge improvement, narrative, creative freedom, and visual esthetics subscales correlated positively with children’s learning. In addition, challenge and knowledge improvement contributed to predicting their learning. These results are relevant to consider during the design stages of serious games developed for young children’s learning purposes. JMIR Publications 2020-09-17 /pmc/articles/PMC7530690/ /pubmed/32940609 http://dx.doi.org/10.2196/21813 Text en ©Ismael Edrein Espinosa-Curiel, Edgar Efrén Pozas-Bogarin, Juan Martínez-Miranda, Humberto Pérez-Espinosa. Originally published in JMIR Serious Games (http://games.jmir.org), 17.09.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Espinosa-Curiel, Ismael Edrein
Pozas-Bogarin, Edgar Efrén
Martínez-Miranda, Juan
Pérez-Espinosa, Humberto
Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study
title Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study
title_full Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study
title_fullStr Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study
title_full_unstemmed Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study
title_short Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study
title_sort relationship between children’s enjoyment, user experience satisfaction, and learning in a serious video game for nutrition education: empirical pilot study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7530690/
https://www.ncbi.nlm.nih.gov/pubmed/32940609
http://dx.doi.org/10.2196/21813
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