一款基于平板电脑和游戏流程的幼儿园听故事游戏的可行性、乐趣和语言理解影卡塔尔世界杯8强波胆分析响:方法和混合方法研究%A Vanden Bempt,Femke %A Economou,Maria %A de海尔,Ward %A Vandermosten,Maaike %A Wouters,Jan %A Ghesquière,Pol %A Vanderauwera,Jolijn %+育儿和特殊教育研究单位,鲁汶大学心理学和教育科学学院,Leopold Vanderkelenstraat 32/3765,鲁汶,3000,比利时,32 16376202,femke.vandenbempt@kuleuven.be %K严肃游戏%K语言理解%K乐趣%K可行性%K GameFlow %D 2022 %7 23.3.2022 %9原始论文%J JMIR严肃游戏%G英语%X背景:乐趣在严肃游戏干预的成功和可行性中起着关键作用。不愉快的游戏不会被玩,在严肃游戏的情况下,学习也不会发生。因此,一个所谓的GameFlow模型被开发出来,旨在指导(严肃的)游戏开发者在创造和评估数字(严肃的)游戏乐趣的过程中。在语言学习方面,市场上存在各种针对特定语言组件的严肃游戏,尽管它们通常都没有乐趣或可行性评估。目的:本研究评估了一款基于GameFlow模型原理开发的基于平板电脑的幼儿认真听故事游戏的乐趣和可行性。本研究也初步探讨了运用游戏促进语言理解的可能性。方法:在更广泛的预防性阅读干预框架内,91名有阅读障碍认知风险的5岁幼儿园儿童被要求玩故事游戏12周,每周6天,与基于平板电脑的自然拼读干预或控制游戏相结合。故事游戏包括倾听和评价故事,并回答与内容相关的问题。 Game enjoyment was assessed through postintervention questionnaires, a GameFlow-based evaluation, and in-game story rating data. Feasibility was determined based on in-game general question response accuracy (QRA), reflecting the difficulty level, attrition rate, and final game exposure and training duration. Moreover, to investigate whether game enjoyment and difficulty influenced feasibility, final game exposure and training duration were predicted based on the in-game initial story ratings and initial QRA. Possible growth in language comprehension was explored by analyzing in-game QRA as a function of the game phase and baseline language skills. Results: Eventually, data from 82 participants were analyzed. The questionnaire and in-game data suggested an overall enjoyable game experience. However, the GameFlow-based evaluation implied room for game design improvement. The general QRA confirmed a well-adapted level of difficulty for the target sample. Moreover, despite the overall attrition rate of 39% (32/82), 90% (74/82) of the participants still completed 80% of the game, albeit with a large variation in training days. Higher initial QRA significantly increased game exposure (β=.35; P<.001), and lower initial story ratings significantly slackened the training duration (β=−0.16; P=.003). In-game QRA was positively predicted by game phase (β=1.44; P=.004), baseline listening comprehension (β=1.56; P=.002), and vocabulary (β=.16; P=.01), with larger QRA growth over game phases in children with lower baseline listening comprehension skills (β=−0.08; P=.04). Conclusions: Generally, the story game seemed enjoyable and feasible. However, the GameFlow model evaluation and predictive relationships imply room for further game design improvements. Furthermore, our results cautiously suggest the potential of the game to foster language comprehension; however, future randomized controlled trials should further elucidate the impact on language comprehension. %M 35319480 %R 10.2196/34698 %U https://games.www.mybigtv.com/2022/1/e34698 %U https://doi.org/10.2196/34698 %U http://www.ncbi.nlm.nih.gov/pubmed/35319480
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