在马来西亚使用基于游戏的学习的身体质量指数意识:游戏设计和初始用户体验

Nurul Amelina Nasharuddin, Erzam Marlisah, Ahmad Iqmer Nashriq Mohd Nazan, Habibah Ab. Jalil, I. A. Ismail, Aini Marina Ma'arof, Siti Suria Salim
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引用次数: 1

摘要

基于手机的游戏应用程序可以激励和促进青少年的健康意识教育,并进一步预防肥胖。本文的目的是观察和评估原型手机游戏应用程序在促进青少年健康体质指数的初步接受程度。根据观察,我们发现开发的游戏很有趣,并且有积极的反馈。积极的用户体验体现在游戏的风格和美学、可操作性、可学习性、自主学习、乐趣和社交互动等方面。所有这些都增加了球员们的兴奋感,他们中的大多数人都期待着在未来继续比赛。然而,也有一些挑战与玩家的信心、挑战和获胜机会有关。本文报告了在测试过程中发现的积极结果和问题。通过使用手机进行基于游戏的学习来促进良好的健康,表明有可能为青少年提供乐趣和可行性,尽管在我们的情况下,需要对更大规模的参与者和更长的会议进行进一步的可用性测试。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Body Mass Index Awareness using Game-based Learning in Malaysia: Game Design and Initial User Experiences
Mobile-based gaming applications can motivate and facilitate in educating adolescents in health awareness and further can prevent obesity. The purpose of this paper was to observe and assess the initial acceptance of a prototype mobile game application in promoting a healthy Body Mass Index among adolescents. Based on the observations, the developed game was found to be interesting and has positive feedback. Positive user experiences were being expressed on the game’s style and aesthetics, operability, learnability, autonomous learning, enjoyment, and social interaction offered. All of these added the excitements of the players and most of them were looking forward to continuing playing in the future. However, some challenges were reported, related to the player’s confidence, challenges offered and winning opportunity. The positive findings and concerns discovered during the testing session are reported in this paper. Good health promotion via game-based learning using mobiles demonstrates the potential to offer enjoyment and feasible for adolescents although in our case, further usability testing with larger-scale of participants and a longer session is needed.
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