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The use of a digital game-based safe...
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Schneider, Mark.
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The use of a digital game-based safety program for all-terrain vehicles: Operational knowledge for youthful riders.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The use of a digital game-based safety program for all-terrain vehicles: Operational knowledge for youthful riders./
作者:
Schneider, Mark.
面頁冊數:
146 p.
附註:
Source: Dissertation Abstracts International, Volume: 76-12(E), Section: A.
Contained By:
Dissertation Abstracts International76-12A(E).
標題:
Instructional design. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3718304
ISBN:
9781321980943
The use of a digital game-based safety program for all-terrain vehicles: Operational knowledge for youthful riders.
Schneider, Mark.
The use of a digital game-based safety program for all-terrain vehicles: Operational knowledge for youthful riders.
- 146 p.
Source: Dissertation Abstracts International, Volume: 76-12(E), Section: A.
Thesis (Ed.D.)--University of Kentucky, 2015.
Given the exposure and preference of digital natives for games, along with the proliferation of digital devices, there is a need to determine how effective digital games are in conveying operational knowledge to our youth. This quasi-experimental study examined whether a digital safety game increased high school student operational knowledge of All-terrain Vehicle (ATV) safety in contrast to conventional PowerPoint ATV safety training with commensurate information. The first treatment group consisted of "in class" students participating in the ATV game, the second treatment group was made up of "free play" students playing the game out of class, and finally the third treatment group consisted of "in class" students participating in the digital PowerPoint. A matched control group received no treatment during the study. The analysis of the results of pre- and post-test scores showed that there was no significant difference between the "in class" game and PowerPoint treatments. However, there was significant difference between the "in class" game as compared to both the "free play" game as well as the control. These findings may have been due to the lack of incentive (a grade or extra credit) for the high school students in an out of school setting. Perhaps, the interface or design of the game-based ATV may not have been conducive to digital natives who may expect more interactive games where participants have greater control. Players also noted that game availability on portable devices such as smartphones and tablets would have been desirable. This study demonstrated the effectiveness of an ATV safety game to promote operational knowledge, particularly in instructional or educational settings. School safety classes, agricultural education, ATV safety courses or FFA then may be productive venues for game-based ATV instruction. Future research might explore what additional instructional design features can elicit greater interest for the player.
ISBN: 9781321980943Subjects--Topical Terms:
3172279
Instructional design.
The use of a digital game-based safety program for all-terrain vehicles: Operational knowledge for youthful riders.
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Given the exposure and preference of digital natives for games, along with the proliferation of digital devices, there is a need to determine how effective digital games are in conveying operational knowledge to our youth. This quasi-experimental study examined whether a digital safety game increased high school student operational knowledge of All-terrain Vehicle (ATV) safety in contrast to conventional PowerPoint ATV safety training with commensurate information. The first treatment group consisted of "in class" students participating in the ATV game, the second treatment group was made up of "free play" students playing the game out of class, and finally the third treatment group consisted of "in class" students participating in the digital PowerPoint. A matched control group received no treatment during the study. The analysis of the results of pre- and post-test scores showed that there was no significant difference between the "in class" game and PowerPoint treatments. However, there was significant difference between the "in class" game as compared to both the "free play" game as well as the control. These findings may have been due to the lack of incentive (a grade or extra credit) for the high school students in an out of school setting. Perhaps, the interface or design of the game-based ATV may not have been conducive to digital natives who may expect more interactive games where participants have greater control. Players also noted that game availability on portable devices such as smartphones and tablets would have been desirable. This study demonstrated the effectiveness of an ATV safety game to promote operational knowledge, particularly in instructional or educational settings. School safety classes, agricultural education, ATV safety courses or FFA then may be productive venues for game-based ATV instruction. Future research might explore what additional instructional design features can elicit greater interest for the player.
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