通过一个严肃的游戏增加对血浆和血浆捐献的认识:来自一项混合方法研究的证据

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Alexandra Ciausescu , Eva-Maria Merz , Rene Bekkers , Arjen de Wit
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引用次数: 0

摘要

许多欧洲国家都面临着血浆短缺的问题,而缺乏对血浆捐献的认识和知识可能是导致捐献者人数较少的一个原因。提高对血浆的了解和认识的一种方法是通过非正式的教育方法,如严肃游戏。我们为荷兰的儿童和青少年(8-17 岁)开发了一款以血浆和血浆捐献为主题的严肃游戏,并与阿姆斯特丹 NEMO 科学博物馆合作,对 636 名参与者进行了测试。游戏的有效性是通过参与者在游戏前后填写的纸笔问卷中的开放式问题来衡量他们对血浆和血浆捐献知识的变化。Wilcoxon Signed-Rank 检验显示,玩游戏后,参与者的知识水平有所提高,这表明游戏有效地教育了参与者有关血浆捐献的知识。从统计学角度看,知识增长与社会人口特征和游戏体验之间没有明显关系。对于教育工作者和游戏设计者来说,我们的游戏表明,即使是简单的游戏设计和机制也能有效地传授知识,同时还能防止学习效果因年龄、性别和游戏技术技能而产生差异。对于研究人员来说,我们的研究为严肃游戏在医疗保健领域的应用开辟了新的研究方向,而不仅仅局限于临床环境,例如疾病预防或管理。重要的是,我们的研究强调了严肃游戏在培养与健康相关的亲社会行为知识方面的潜力,这可能会激发未来的研究,评估严肃游戏作为创新教学方法在解决关键公共卫生问题方面的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Increasing knowledge about plasma and plasma donation through a serious game: Evidence from a mixed-method study
Many European countries are facing plasma shortages, with lack of awareness and knowledge about plasma donation being a potential explanation for low donor numbers. One approach to increasing knowledge and awareness about plasma is through informal educational methods, such as serious games. We developed a serious game focused on plasma and plasma donation for children and adolescents (8–17 years) in the Netherlands and tested it with 636 participants in collaboration with the science museum NEMO Amsterdam. The effectiveness of the game was assessed by measuring the change in knowledge about plasma and plasma donation from open-ended questions in a pen-and-paper questionnaire participants completed before and after playing the game. A Wilcoxon Signed-Rank Test revealed an increase in knowledge after playing the game, demonstrating that the game effectively educates players about plasma donation. No statistically significant relationship was found between knowledge increase and sociodemographic characteristics, nor with gameplay experiences. For educators and game designers, our game shows that even simple game designs and mechanics can be effective in imparting knowledge, while also preventing disparities in learning outcomes with respect to age, gender, and technical skills in playing games. For researchers, our study paves the way for a new line of research into the application of serious games in healthcare beyond clinical contexts, such as disease prevention or management. Importantly, our study highlights the potential of serious games to foster knowledge about health-related prosocial behaviours, possibly inspiring future research evaluating their potential as innovative teaching methods to address critical public health issues.
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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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