Testing the usability of digital educational games for encouraging smoking cessation

14Citations
Citations of this article
79Readers
Mendeley users who have this article in their library.

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.

Cite

CITATION STYLE

APA

Guo, J. L., Hsu, H. P., Lin, M. H., Lin, C. Y., & Huang, C. M. (2020). Testing the usability of digital educational games for encouraging smoking cessation. International Journal of Environmental Research and Public Health, 17(8). https://doi.org/10.3390/ijerph17082695

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free