Adopting the eGameFlow Model in an Educational Game to Increase Knowledge about Vaccination

Q3 Decision Sciences
Nur Farahin Mohd Joharia, Muhammad Amirul Naim Muhammad Ridzuan L, Norshahidatul Hasana Ishak, Hazrati Zaini
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引用次数: 0

Abstract

Vaccination is one preventive measure to prevent oneself from getting any diseases. Vaccinations work by training our immune system to produce antibodies and weaken the targeted disease. Unfortunately, the number of unvaccinated children has increased because some parents reject or doubt the effectiveness of vaccines. This skepticism could result in a resurgence of vaccine-preventable diseases. Additionally, some contribute to vaccine refusal due to other reasons like vaccine misinformation, religious convictions, and insufficient knowledge. The game aims to develop knowledge and awareness to enhance vaccine behavior and acceptance among individuals. eGameFlow model were used as the methodology for game development. This model was chosen as it focuses on the educational game environment, which addresses learning components in the game. There are eight criteria to be considered to evaluate enjoyment using this model. To measure the users’ enjoyment, a set of questionnaires adopted from the eGameFlow model has been used for the evaluation. It is created explicitly to measure learners’ enjoyment of e-Learning games. This game gathers positive feedback from 30 respondents and shows promising results to achieve the objective. All eGameFlow criteria were positive towards enjoyment, with knowledge improvement being the highest contributor. The overall average of the evaluation was at an agreeable level, with a score of 81%, considered as achieving the goal. For future enhancement in increasing player’s enjoyment and game effectiveness, the game can be created in 3D environment to provide deep immersion and autonomy to the player.
在教育游戏中采用eGameFlow模型增加疫苗接种知识
接种疫苗是一种预防措施,以防止自己得到任何疾病。疫苗的作用是训练我们的免疫系统产生抗体,削弱目标疾病。不幸的是,由于一些家长拒绝或怀疑疫苗的有效性,未接种疫苗的儿童人数有所增加。这种怀疑可能导致疫苗可预防疾病的死灰复燃。此外,由于疫苗错误信息、宗教信仰和知识不足等其他原因,一些人导致拒绝接种疫苗。该游戏旨在发展知识和意识,以提高个人的疫苗行为和接受度。eGameFlow模型被用作游戏开发的方法论。之所以选择这种模式,是因为它专注于教育游戏环境,即游戏中的学习元素。使用该模型评估乐趣有8个标准需要考虑。为了衡量用户的享受程度,我们采用了eGameFlow模型中的一套问卷进行评估。它被明确地用来衡量学习者对电子学习游戏的享受程度。这款游戏收集了30名受访者的积极反馈,并显示出有望实现目标的结果。所有eGameFlow标准都对乐趣有积极的影响,其中知识的提高是最大的贡献者。评估的总体平均值处于一个令人满意的水平,得分为81%,被认为达到了目标。为了进一步提高玩家的乐趣和游戏效率,游戏可以在3D环境中创建,为玩家提供深度沉浸和自主权。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JOIV International Journal on Informatics Visualization
JOIV International Journal on Informatics Visualization Decision Sciences-Information Systems and Management
CiteScore
1.40
自引率
0.00%
发文量
100
审稿时长
16 weeks
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