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数字严肃游戏的用户体验、游戏性和学习的诊断标志物:一项概念框架研究

Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study.

作者信息

Tan Jun Wen, Zary Nabil

机构信息

Games for Health Innovations Centre, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore, Singapore.

Mohammed Bin Rashid University of Medicine and Health Sciences, Dubai, United Arab Emirates.

出版信息

JMIR Serious Games. 2019 Jul 16;7(3):e14620. doi: 10.2196/14620.

Abstract

BACKGROUND

Serious games for medical education have seen a resurgence in recent years, partly due to the growth of the video game industry and the ability of such games to support learning achievements. However, there is little consensus on what the serious and game components in a serious game are composed of. As a result, electronic learning (e-learning) and medical simulation modules are sometimes mislabeled as serious games. We hypothesize that one of the main reasons is the difficulty for a medical educator to systematically and accurately evaluate key aspects of serious games.

OBJECTIVE

This study aimed to identify markers that can evaluate serious games and distinguish between serious games, entertainment games, and e-learning.

METHODS

Jabareen's eight-phase framework-building procedure was used to identify the core markers of a serious game. The procedure was modified slightly to elicit "diagnostic criteria" as opposed to its original purpose of a conceptual framework. Following the identification of purported markers, the newly developed markers were tested on a series of freely available health care serious games-Dr. Game Surgeon Trouble, Staying Alive, and Touch Surgery-and the results were compared to the published test validity for each game.

RESULTS

Diagnostic criteria for serious games were created, comprising the clusters of User Experience (UX), Play, and Learning. Each cluster was formed from six base markers, a minimum of four of which were required for a cluster to be considered present. These criteria were tested on the three games, and Dr. Game Surgeon Trouble and Staying Alive fit the criteria to be considered a serious game. Touch Surgery did not meet the criteria, but fit the definition of an e-learning module.

CONCLUSIONS

The diagnostic criteria appear to accurately distinguish between serious games and mediums commonly misidentified as serious games, such as e-learning modules. However, the diagnostic criteria do not determine if a serious game will be efficacious; they only determine if it is a serious game. Future research should include a much larger sample of games designed specifically for health care purposes.

摘要

背景

近年来,用于医学教育的严肃游戏再度兴起,部分原因是电子游戏产业的发展以及此类游戏对学习成果的支持能力。然而,对于严肃游戏中的严肃元素和游戏元素由哪些部分组成,几乎没有达成共识。因此,电子学习(e-learning)和医学模拟模块有时被错误地标记为严肃游戏。我们推测主要原因之一是医学教育工作者难以系统、准确地评估严肃游戏的关键方面。

目的

本研究旨在确定能够评估严肃游戏并区分严肃游戏、娱乐游戏和电子学习的指标。

方法

采用贾巴林的八阶段框架构建程序来确定严肃游戏的核心指标。该程序稍作修改以引出“诊断标准”,而非其最初构建概念框架的目的。在确定了所谓的指标后,在一系列免费的医疗保健严肃游戏——《游戏外科医生麻烦事》《求生》和《触摸手术》上测试新开发的指标,并将结果与每款游戏已发表的测试效度进行比较。

结果

制定了严肃游戏的诊断标准,包括用户体验(UX)、游戏玩法和学习这几个类别。每个类别由六个基本指标组成,一个类别中至少需要四个指标才能被认为存在。在这三款游戏上测试了这些标准,《游戏外科医生麻烦事》和《求生》符合被视为严肃游戏的标准。《触摸手术》不符合标准,但符合电子学习模块的定义。

结论

诊断标准似乎能够准确区分严肃游戏和通常被错误认定为严肃游戏的媒介,如电子学习模块。然而,诊断标准并不能确定一款严肃游戏是否有效;它们仅能确定它是否为一款严肃游戏。未来的研究应纳入更多专门为医疗保健目的设计的游戏样本。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/178f/6664662/cd5aa29f42cb/games_v7i3e14620_fig1.jpg

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