| Literature DB >> 32295202 |
Jong-Long Guo1, Hsiao-Pei Hsu2, Mei-Hsun Lin3, Cheng-Yu Lin4, Chiu-Mieh Huang2.
Abstract
This study, using an observational design, assessed the effect of digital educational games on students' intention to quit smoking. Specifically, a series of digital games were developed to encourage smoking cessation and enhance students' engagement with the material. Three determinants of engagement were tested: perceived ease of use, perceived usefulness, and perceived satisfaction. Usability assessments were performed using a structured questionnaire and usability-testing software (Morae). Most students reported that the games were easy to use (73.3-93.3%), useful (60.0-83.3%) and satisfactory (66.7-70.0%). After using the games, approximately half (46.7-53.3%) reported that they intended to quit smoking. After controlling for gender and age, multiple regression analysis revealed that only perceived usefulness statistically significantly contributed to intention to quit (β = 2.38, p < 0.05). 'Taiko Drumming' showed the highest number of mouse clicks (67.23), and the lowest time between inputs (7.88 s). It also received the most positive feedback (17 marks). These findings show that integrating learners' experiences into the development of learning material can improve learning effectiveness.Entities:
Keywords: digital educational games; smoking cessation; usability test
Year: 2020 PMID: 32295202 PMCID: PMC7216176 DOI: 10.3390/ijerph17082695
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Content of the digital material for encouraging smoking cessation.
| Topic | Operation Instructions | Example of the Digital Game |
|---|---|---|
| (a) Increasing awareness of high-risk situations | Students were provided with a group of sticky notes that featured descriptions of situations in which they may be tempted to smoke. The students arranged the order of the sticky notes based on the severity of the temptation associated with each situation. |
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| (b) Coping with withdrawal syndrome | Students were provided with some puzzle pieces on which coping strategies for withdrawal syndrome were described. They arranged these puzzle pieces to create a unified shape. |
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| (c) Negotiating cessation barriers | Students were encouraged to overcome cessation barriers. Using trash bags as a metaphor, students threw the bags into the garbage can to symbolize a determined action. After completing this, possible solutions were presented. |
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| (d) Encouraging oneself through reinforcing one’s resolve to make the right decision | Students drummed in time with the rhythm of a musical piece. As the music continued, sentences encouraging the participant to quit smoking appeared. On-screen cheerleaders celebrated when the students made the right decisions. |
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| (e) Addressing negative responses associated with hunger, anger, loneliness, and fatigue. | When beginning to try to quit smoking, certain negative stimuli may trigger a relapse, such as hunger, anger, loneliness, and fatigue. This game presented students with scratch cards that featured these triggers. By scratching the cards to reveal the triggers, students’ recognition of these stimuli was enhanced. After completing a scratch card, possible solutions were presented. |
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| (f) Evaluating the strength of various stressors | Students read a scenario describing a day in the life of a student. After completing the reading, they were presented with a number of stressors corresponding to parts of the scenario. For each stressor, students clicked and dragged points on a scale ranging from 1 to 5; higher numbers indicated a higher level of stress. |
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Students’ background information.
| Variable | |
|---|---|
| Gender | |
| Male | 22 (73.3%) |
| Female | 8 (26.7%) |
| Age | 18.57 ± 2.08 |
| ≤17 | 11 (36.7%) |
| 18 | 10 (33.3%) |
| ≤19 | 9 (30.0%) |
| School level when commencing smoking | |
| Elementary school | 5 (16.7%) |
| Junior high school | 17 (56.7%) |
| Senior high school | 8 (26.7%) |
| Number of cigarettes smoked per day | |
| ≤10 | 12 (40.0%) |
| 11–20 | 9 (30.0%) |
| ≥21 | 9 (30.0%) |
| Whether family members smoke | |
| No | 7 (23.3%) |
| Yes | 23 (76.7%) |
| Whether friends smoke | |
| No | 0 (0.0%) |
| Yes | 30 (100.0%) |
| Degree of nicotine dependence (FTND score) | |
| Light (1–3) | 9 (30.0%) |
| Moderate to severe (4–10) | 21 (70.0%) |
FTND: Fagerström Test for Nicotine Dependence.
Distribution of the determinants of engagement and students’ intention to quit.
| Items | Total | Disagree & Strongly Disagree | Neutral | Agree & Strongly Agree | |
|---|---|---|---|---|---|
| Mean | SD | % | % | % | |
| Perceived ease of use | 17.17 | 2.63 | |||
| The interfaces of the digital educational games are easy to understand. | 4.20 | 0.85 | 3.3 | 16.7 | 80.0 |
| The interfaces of the digital educational games are simple to operate. | 4.40 | 0.86 | 3.4 | 13.3 | 83.3 |
| The content of the digital educational games is clear and comprehensible. | 4.47 | 0.63 | 0.0 | 6.7 | 93.3 |
| I learned how to operate the digital educational games within a short amount of time. | 4.10 | 1.00 | 3.4 | 23.3 | 73.3 |
| Perceived usefulness | 15.90 | 2.83 | |||
| I felt that the digital educational games were helpful for increasing my awareness of cessation barriers. | 3.83 | 0.99 | 3.3 | 36.7 | 60.0 |
| I felt that the digital educational games were helpful for understanding the cessation process. | 4.10 | 0.80 | 0.0 | 26.7 | 73.3 |
| I felt that the digital educational games were helpful for learning cessation strategies. | 4.20 | 0.81 | 3.4 | 13.3 | 83.3 |
| In general, I felt that the digital educational games were useful. | 3.77 | 0.94 | 3.3 | 36.7 | 60.0 |
| Perceived satisfaction | 15.90 | 2.83 | |||
| I was satisfied with the design, composition, and layout of the digital education games. | 3.87 | 0.97 | 10.0 | 23.3 | 66.7 |
| I was satisfied with the content. | 4.00 | 0.87 | 3.3 | 26.7 | 70.0 |
| I was satisfied with the game. | 4.10 | 0.85 | 0.0 | 30.0 | 70.0 |
| I was satisfied with the time required to operate the games. | 3.93 | 0.79 | 0.0 | 33.3 | 66.7 |
| Intention to quit smoking | 14.17 | 3.43 | |||
| I would consider quitting smoking by using the content from the digital educational games as a reference. | 3.63 | 0.96 | 6.7 | 40.0 | 53.3 |
| I would like to attempt to quit this month by using the content of the digital educational games as a reference. | 3.53 | 1.07 | 13.3 | 40.0 | 46.7 |
| I would continue to attempt to quit this year by using the content of the digital educational games as a reference. | 3.50 | 0.86 | 13.4 | 33.3 | 53.3 |
| I would continue to abstain from smoking by using the content of the digital educational games as a reference. | 3.50 | 0.97 | 13.4 | 33.3 | 53.3 |
Figure 1On-screen activities for the six digital games. (a): mouse clicks (count); (b) maximum time between inputs (seconds).
Students’ reactions to the digital educational games.
| Digital Game | Sticky Notes | Puzzle Pieces | Trash Can | Taiko Drumming | Scratch Cards | Click-and-Drag | Total Number of Markers | |
|---|---|---|---|---|---|---|---|---|
| Identified Markers | ||||||||
| Operation error | 1 | 9 | 1 | 5 | 0 | 2 | 18 | |
| Hesitations or pauses | 12 | 1 | 11 | 2 | 21 | 3 | 50 | |
| Asking questions | 12 | 6 | 21 | 3 | 15 | 6 | 63 | |
| Positive feedback | 0 | 5 | 1 | 17 | 2 | 1 | 26 | |
| Negative feedback | 4 | 5 | 3 | 3 | 5 | 7 | 27 | |
| System problems | 2 | 0 | 0 | 0 | 0 | 0 | 2 | |
| Total number of markers | 31 | 26 | 37 | 30 | 43 | 19 | 186 | |