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Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation
Jong-Long Guo1, Hsiao-Pei Hsu2, Mei-Hsun Lin3
1Department of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei 106, Taiwan.
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.
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