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Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation

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  • Jong-Long Guo

    (Department of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei 106, Taiwan)

  • Hsiao-Pei Hsu

    (Institute of Clinical Nursing, School of Nursing, National Yang-Ming University, Taipei 112, Taiwan)

  • Mei-Hsun Lin

    (Cathay Healthcare Management, Taipei 106, Taiwan)

  • Cheng-Yu Lin

    (Department of Radio, Television & Film, Shih Hsin University, Taipei 116, Taiwan)

  • Chiu-Mieh Huang

    (Institute of Clinical Nursing, School of Nursing, National Yang-Ming University, Taipei 112, 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.

Suggested Citation

  • Jong-Long Guo & Hsiao-Pei Hsu & Mei-Hsun Lin & Cheng-Yu Lin & Chiu-Mieh Huang, 2020. "Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation," IJERPH, MDPI, vol. 17(8), pages 1-14, April.
  • Handle: RePEc:gam:jijerp:v:17:y:2020:i:8:p:2695-:d:345355
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    References listed on IDEAS

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    1. Heather L. O'Brien & Elaine G. Toms, 2010. "The development and evaluation of a survey to measure user engagement," Journal of the Association for Information Science & Technology, Association for Information Science & Technology, vol. 61(1), pages 50-69, January.
    2. Heather L. O'Brien & Elaine G. Toms, 2010. "The development and evaluation of a survey to measure user engagement," Journal of the American Society for Information Science and Technology, Association for Information Science & Technology, vol. 61(1), pages 50-69, January.
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    Cited by:

    1. Li-Ting Lu & Chiu-Mieh Huang & Su-Fei Huang & Shu-I Wu & Jong-Long Guo, 2020. "Perspectives of the Elderly with Mild Cognitive Impairment Living Alone on Participating in a Dementia Prevention Program: A Q Methodology Study," IJERPH, MDPI, vol. 17(21), pages 1-11, October.

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