@文章{信息:doi/10.2196/21813,作者=“Espinosa-Curiel, Ismael Edrein和Pozas-Bogarin, Edgar Efr和Mart{\'i}nez-Miranda, Juan和P{\'e}rez-Espinosa, Humberto”,标题=“儿童的乐趣,用户体验满意度和营养教育在严肃电子游戏中的学习之间的关系:实证试验研究”,期刊=“JMIR严肃游戏”,年=“2020”,月=“Sep”,日=“17”,卷=“8”,数=“3”,页=“e21813”,关键词=“严肃电子游戏;孩子;享受;用户体验;满意度;基于游戏的学习;营养;严肃的游戏;背景:近年来,针对儿童的严肃电子游戏的设计和使用有所增加。为了最大限度地发挥这些游戏的效果,了解孩子们在游戏中的经历是至关重要的。 Previous studies identified that enjoyment and user experience satisfaction of the players are principal factors that can influence the success of serious video games and the learning of their players. However, research about the relationship between enjoyment and user experience satisfaction with learning in children 8 to 10 years old is sparse. Objective: We examined the relationship of enjoyment and user experience satisfaction with the learning of children aged 8 to 10 years while playing a serious video game for health, FoodRateMaster. This serious video game teaches children about the characteristics of healthy and unhealthy foods and how to identify them in their environment. Methods: Children aged 8 to 10 years were recruited from a primary school in Mexico. Participants completed 12 individual gaming sessions with FoodRateMaster in 6 weeks. A food knowledge questionnaire was administered before and after game play to assess the players' food knowledge. In addition, after the gaming sessions, the children's enjoyment and user experience satisfaction were evaluated using the EGameFlow questionnaire and the Game User Experience Satisfaction Scale (GUESS) questionnaire. Results: We found significant positive associations for children's (n=60) posttest knowledge with enjoyment (r58=0.36, P=.005) and user experience satisfaction (r58=0.27, P=.04). The children's posttest knowledge scores were also positively correlated with challenge (r58=0.38, P=.003), knowledge improvement (r58=0.38, P=.003), and goal clarity (r58=0.29, P=.02) EGameFlow subscales and with narrative (r58=0.35, P=.006), creative freedom (r58=0.26, P=.04), and visual esthetics (r58=0.32, P=.01) GUESS subscales. Regression analysis indicated that the EGameFlow (F7,52=2.74, P=.02, R2=0.27) and the GUESS (F8,51=2.20, P=.04, R2=0.26) ratings significantly predicted the children's posttest knowledge scores. EGameFlow challenge ($\beta$=0.40, t52=2.17, P=.04) and knowledge improvement ($\beta$=0.29, t52=2.06, P=.04) subscales significantly contributed to predicting children's learning. None of the GUESS subscales significantly contributed to predicting children's learning. Conclusions: The findings of this study suggest that both enjoyment and user experience satisfaction for children aged 8 to 10 years were positively correlated with their learning and that were significant predictors of it. Challenge, knowledge improvement, narrative, creative freedom, and visual esthetics subscales correlated positively with children's learning. In addition, challenge and knowledge improvement contributed to predicting their learning. These results are relevant to consider during the design stages of serious games developed for young children's learning purposes. ", issn="2291-9279", doi="10.2196/21813", url="http://games.www.mybigtv.com/2020/3/e21813/", url="https://doi.org/10.2196/21813", url="http://www.ncbi.nlm.nih.gov/pubmed/32940609" }
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