关键词: education end users game development game-based learning health professions education participatory design serious games systematic review user-centered design

来  源:   DOI:10.2196/28650   PDF(Pubmed)

Abstract:
BACKGROUND: On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational software that is designed for them. It can also help identify areas for improvement in the design of SGs and improve their efficacy in targeted learning outcomes. However, no recognized guidelines or frameworks exist to guide end users\' involvement in SG development.
OBJECTIVE: The aim of this study is to describe how end users are involved in the development of SGs for health care professions education.
METHODS: We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on a design and development framework for SGs. Data were then coded and synthesized on the basis of similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages.
RESULTS: End users\' involvement was mentioned in the development of 21 of 45 SGs. The number of end users involved ranged from 12 to 36. End users were often involved in answering specific concerns that arose during the SG design (n=6) or in testing a prototype (n=12). In many cases, researchers solicited input from end users regarding the goals to reach (n=10) or the functional esthetics of the SGs (n=7). Most researchers used self-reported questionnaires (n=7).
CONCLUSIONS: Researchers mentioned end users\' involvement in the development of less than half of the identified SGs, and this involvement was also poorly described. These findings represent significant limitations to evaluating the impact of the involvement of end users on the efficacy of SGs and in making recommendations regarding their involvement.
摘要:
背景:在伦理和方法论论证的基础上,已经发出了许多呼吁,以增加最终用户在严肃游戏(SGs)开发中的参与。让最终用户参与开发过程被认为是为他们设计的教育软件赋予权力和控制权的一种方式。它还可以帮助确定SGs设计中需要改进的领域,并提高其在有针对性的学习成果中的功效。然而,没有公认的准则或框架来指导最终用户参与SG开发。
目的:本研究的目的是描述最终用户如何参与开发用于医疗保健专业教育的SGs。
方法:我们研究了在随机试验中已经达到疗效评估阶段的45个SGs的发展情况。一位作者基于SGs的设计和开发框架,使用临时表单进行了数据提取。然后根据相似性对数据进行编码和合成。在第二作者的参与下,对编码方案进行了迭代改进。结果使用频率和百分比表示。
结果:最终用户参与了45个SGs中的21个SGs的开发。涉及的最终用户数量从12到36不等。最终用户经常参与回答在SG设计(n=6)或测试原型(n=12)期间出现的特定问题。在许多情况下,研究人员征求了最终用户关于要达到的目标(n=10)或SGs的功能美学(n=7)的意见。大多数研究人员使用自我报告问卷(n=7)。
结论:研究人员提到最终用户参与开发不到一半的已确定SGs,这种参与也被描述得很糟糕。这些发现对评估最终用户参与对SGs功效的影响以及对其参与提出建议具有重大限制。
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