The Development and Pilot Evaluation of a ‘Serious Game’ to Promote Positive Child-Animal Interactions

R. Hawkins, Joanne M. Williams
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引用次数: 9

Abstract

Animal welfare education aims to nurture compassion, respect and kindness to animals but there remains a need for more rigorous evaluations of such programmes to assess the most effective approaches. Incorporating technology into animal welfare education is a relatively novel field. This study examines the process of designing, developing, and evaluating the effectiveness of a new theoretically-driven educational computer game intervention. Pet Welfare was designed for children aged 7-12 years, to promote positive child-animal interactions. A pre-test, post-test, test-control, quasi-experimental design was used using a self-report questionnaire that children completed within class. Participants included 184 primary-school children from schools in Scotland, UK. The results indicated a positive impact on knowledge about animal welfare needs, knowledge about appropriate and safe behaviour towards pets and beliefs about pet minds. Children were also less accepting of cruelty to pets. There was no impact on self-reported compassion. This study presents the first evaluation of a digital animal welfare ‘serious game’ for children, demonstrating the benefits of incorporating technology and game-based learning into animal cruelty prevention. The results of this study will inform future education directions for those wishing to promote positive and safe relationships between children and animals.
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“严肃游戏”的开发和试点评估,以促进儿童与动物的积极互动
动物福利教育旨在培养同情、尊重和善待动物,但仍需要对此类计划进行更严格的评估,以评估最有效的方法。将科技融入动物福利教育是一个相对较新的领域。本研究探讨了设计、开发和评估一个新的理论驱动的教育电脑游戏干预的有效性的过程。宠物福利是为7-12岁的儿童设计的,以促进儿童与动物的积极互动。采用课前测试、后测试、测试控制和准实验设计,采用儿童在课堂内完成的自我报告问卷。参与者包括来自英国苏格兰学校的184名小学生。结果表明,对动物福利需求的认识、对宠物的适当和安全行为的认识以及对宠物心理的信念都有积极的影响。孩子们也不太能接受虐待宠物。这对自我报告的同情心没有影响。本研究首次对儿童数字动物福利“严肃游戏”进行了评估,展示了将技术和基于游戏的学习纳入动物虐待预防的好处。这项研究的结果将为那些希望促进儿童与动物之间积极和安全关系的人提供未来的教育方向。
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