儿童通过严肃游戏学习拯救生命

IF 2.4 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
M. Mendoza López, Petronila Mireia Alcaraz Artero, Carlos Truque Díaz, M. Pardo Ríos, J. J. Hernández Morante, Rafael Melendreras Ruíz
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引用次数: 0

摘要

本研究的重点是开发和评估一个严肃的健康游戏(SGH),旨在教育儿童心肺复苏(CPR)。使用伯克利Snap平台创建了一个视频游戏,该平台使用块编程。利用眼动追踪技术对平面设计进行验证。为了评估该工具的有效性,对小学教育儿童进行了一项前后分析研究,以衡量获得的知识。这项研究涉及52名平均年龄为9岁的参与者。一份用于测量他们CPR理论知识的定制问卷的结果显示,在使用电子游戏后,他们的CPR知识有了显著提高,他们的情绪反应也有所改善。通过视频游戏获得的知识评估获得了5.25分(满分6分)的平均得分。分析了10个视频片段,每段500帧(每段20秒)。在这些细分中,我们选择了能够捕获最相关互动元素的特定区域来衡量儿童在游戏过程中的注意力。平均注视次数为361.5次(满分500次),这表明孩子的注意力集中在感兴趣的区域内。总之,利用SGH可能是一种有效的方法来教育儿童心肺复苏术,为他们提供与他们年龄组相关的基础知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Kids Save Lives by Learning through a Serious Game
This study focuses on the development and assessment of a serious game for health (SGH) aimed at educating children about cardiopulmonary resuscitation (CPR). A video game was created using the Berkeley Snap platform, which uses block programming. Eye-tracking technology was utilized to validate the graphic design. To assess the tool’s effectiveness, a pre-post analytical study was conducted with primary education children to measure the knowledge acquired. The study involved 52 participants with a mean age of 9 years. The results from a custom questionnaire used to measure their theoretical CPR knowledge showed significant improvements in CPR knowledge after the use of the videogame, and their emotional responses improved as well. The assessment of the knowledge acquired through the video game obtained an average score of 5.25 out of 6. Ten video segments consisting of 500 frames each (20 s of video per segment) were analyzed. Within these segments, specific areas that captured the most relevant interaction elements were selected to measure the child’s attention during game play. The average number of gaze fixations, indicating the points in which the child’s attention was placed within the area of interest, was 361.5 out of 500. In conclusion, the utilization of SGH may be an effective method for educating kids about CPR, to provide them with fundamental knowledge relevant to their age group.
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来源期刊
Multimodal Technologies and Interaction
Multimodal Technologies and Interaction Computer Science-Computer Science Applications
CiteScore
4.90
自引率
8.00%
发文量
94
审稿时长
4 weeks
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