Elvsaas Ida-Kristin Orjasaeter, Garnweidner-Holme Lisa, Habib Laurence, Molin Marianne
Department of Nursing and Health Promotion, Faculty of Health Sciences, Oslo Metropolitan University, Oslo, Norway.
Department of Computer Science, Faculty of Technology, Art and Design, Oslo Metropolitan University, Oslo, Norway.
JMIR Form Res. 2023 May 11;7:e44831. doi: 10.2196/44831.
Misleading health claims are widespread in the media, and making choices based on such claims can negatively affect health. Thus, developing effective learning resources to enable people to think critically about health claims is of great value. Serious games can become an effective learning resource in this respect, as they can affect motivation and learning.
This study aims to document how user insights and input can inform the concept and development of a serious game application in critical thinking about health claims in addition to gathering user experiences with the game application.
This was a mixed methods study in 4 successive phases with both qualitative and quantitative data collected in the period from 2020-2022. Qualitative data on design and development were obtained from 4 unrecorded discussions, and qualitative evaluation data were obtained from 1 recorded focus group interview and 3 open-ended questions in the game application. The quantitative data originate from user statistics. The qualitative data were analyzed thematically, and user data were analyzed using nonparametric tests.
The first unrecorded discussion revealed that the students' (3 participants') assessment of whether a claim was reliable or not was limited to performing Google searches when faced with an ad for a health intervention. On the basis of the acquired knowledge of the target group, the game's prerequisites, and the technical possibilities, a pilot of the game was created and reviewed question by question in 3 unrecorded discussions (6 participants). After adjustments, the game was advertised at the Oslo Metropolitan University, and 193 students tested the game. A correlation (r=0.77; P<.001) was found between the number of replays and total points achieved in the game. There was no demonstrable difference (P=.07) between the total scores of students from different faculties. Overall, 36.3% (70/193) of the students answered the evaluation questions in the game. They used words such as "fun" and "educational" about the experiences with the game, and words such as "motivating" and "engaging" related to the learning experience. The design was described as "varied" and "user-friendly." Suggested improvements include adding references, more games and modules, more difficult questions, and an introductory text explaining the game. The results from the focus group interview (4 participants) corresponded to a large extent with the results of the open-ended questions in the game.
We found that user insights and inputs can be successfully used in the concept and development of a serious game that aims to engage students to think critically about health claims. The mixed methods evaluation revealed that the users experienced the game as educational and fun. Future research may focus on assessing the effect of the serious game on learning outcomes and health choices in randomized trials.
误导性的健康声明在媒体上广泛存在,基于此类声明做出的选择可能会对健康产生负面影响。因此,开发有效的学习资源以使人们能够批判性地思考健康声明具有重要价值。严肃游戏在这方面可以成为一种有效的学习资源,因为它们可以影响动机和学习。
本研究旨在记录用户的见解和投入如何为一款严肃游戏应用的概念和开发提供信息,该游戏应用旨在让用户对健康声明进行批判性思考,同时收集用户对该游戏应用的体验。
这是一项分4个连续阶段的混合方法研究,在2020年至2022年期间收集了定性和定量数据。关于设计和开发的定性数据来自4次未记录的讨论,定性评估数据来自1次记录的焦点小组访谈以及游戏应用中的3个开放式问题。定量数据源自用户统计信息。对定性数据进行了主题分析,对用户数据进行了非参数检验。
第一次未记录的讨论表明,学生(3名参与者)在面对健康干预广告时,对声明是否可靠的评估仅限于进行谷歌搜索。基于对目标群体、游戏前提条件和技术可能性的了解,创建了游戏的一个试点版本,并在3次未记录的讨论(6名参与者)中逐题进行了审查。调整后,该游戏在奥斯陆城市大学进行了宣传,193名学生测试了该游戏。发现游戏的重玩次数与获得的总分数之间存在相关性(r = 0.77;P <.001)。不同院系学生的总分之间没有显著差异(P = 0.07)。总体而言,36.3%(70/193)的学生回答了游戏中的评估问题。他们用“有趣”和“有教育意义”等词来描述游戏体验,用“有激励作用”和“引人入胜”等词来描述学习体验。游戏设计被描述为“多样”和“用户友好”。建议的改进包括添加参考文献、更多游戏和模块、更难的问题以及一篇解释游戏的介绍性文本。焦点小组访谈(4名参与者)结果在很大程度上与游戏中开放式问题的结果一致。
我们发现用户的见解和投入可以成功地用于一款严肃游戏的概念和开发,该游戏旨在促使学生批判性地思考健康声明。混合方法评估表明,用户认为该游戏既有教育意义又有趣。未来的研究可能侧重于在随机试验中评估这款严肃游戏对学习成果和健康选择的影响。