Testing the usability of digital educational games for encouraging smoking cessation

Jong Long Guo, Hsiao Pei Hsu, Mei Hsun Lin, Cheng Yu Lin, Chiu Mieh Huang*

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

10 Scopus citations

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.

Original languageEnglish
Article number2695
JournalInternational journal of environmental research and public health
Volume17
Issue number8
DOIs
StatePublished - 2 Apr 2020

Keywords

  • Digital educational games
  • Smoking cessation
  • Usability test

Fingerprint

Dive into the research topics of 'Testing the usability of digital educational games for encouraging smoking cessation'. Together they form a unique fingerprint.

Cite this