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出 处:《中国健康教育》2014年第3期224-226,231,共4页Chinese Journal of Health Education
基 金:广州市科技计划科普专项(2012KP056)
摘 要:目的探索性了解特定的网民通过网络游戏获取健康知识的需求现况,以及对登革热教育游戏作品的接受程度,为健康教育游戏作品的设计、修订和传播提供依据。方法采用立意抽样和方便抽样在广州市的学生和办公人员中开展需求评估,用SWOT分析法分析登革热教育游戏作品的设计的环境;作品设计完成后通过网络进行预试验,观察教育前后登革热知识知晓水平的变化情况和游戏满意度。结果 327名需求评估对象中47.1%的人愿意通过玩网络游戏了解健康知识;适宜设计的教育游戏形式为网页单机游戏;312人预试验结果显示游戏后预防登革热相关知识知晓率合计提高9.2%,游戏满意度达到80.0%。结论近半数的调查对象对网络游戏形式的健康教育有需求,预期利用本项目设计的网页单机游戏开展传播能较好地提高登革热预防的知晓水平。Objective To identify rapidly the current needs that specific netizens obtain health knowledge from on- line educational video game and the acceptance of a game about dengue, and to provide evidence for designing, revising, and transmitting the game. Methods Purposive sampling and convenient sampling method was adopted to assess the needs among students and office staff in Guangzhou. SWOT analysis method was adopted to analyze the environment of designing the education video game about dengue. After the video game was composed, a preliminary test was conducted. The satisfaction towards the game, and awareness rate before and after education were observed. Results 47. 1% of the 327 investigated subjects were willing to learn health knowledge through online video games. Webpage game of single player was the feasible type to be designed. The result of the preliminary test in 312 subjects showed that the average awareness rate of dengue pre- vention raised 9. 2%, and that the satisfaction degree of playing the game reached 80. 0%. Conclusion Nearly half of the investigated subjects are in need of health education through online video games. It is expected that this webpage game of sin- gle player can improve the awareness rate of dengue prevention.
分 类 号:R193[医药卫生—卫生事业管理] R373.33[医药卫生—公共卫生与预防医学]
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