基于严肃游戏的大学生压力管理教学技术系统

IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Revista Iberoamericana de Tecnologias del Aprendizaje Pub Date : 2024-09-20 DOI:10.1109/RITA.2024.3465044
Lady K. Gómez;Edwin S. Molina;César A. Collazos;Lara Guedes de Pinho
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引用次数: 0

摘要

严肃游戏已成为促进压力管理教育的一种有价值的工具,而且严肃游戏的协作性也是提高用户学习效率的一种方式,另一方面,正念技术也是管理压力的一种有效工具,但每种技术都是单独使用的。本文旨在开发一款涉及协作的严肃游戏,以支持通过正念技术对大学生进行压力管理的教学过程,并对其潜在用户的使用情况进行评估。其设计方法是 SAVIE 方法,该方法以用户为中心,适用于以教学和娱乐为目标的游戏创作,以大学生为重点。开发过程中使用 Adobe Illustrator 进行数字设计,并使用 Unity 作为数字引擎,用 C# 进行编程,最后在 Android 操作系统中进行部署,3 人可以协同游戏。本研究的结果是通过对 11 名潜在用户参与的严肃游戏 "RAIDER "进行验证而获得的。在验证过程中,对每位参与者进行了两次访谈,一次是在玩游戏之前,一次是在玩游戏之后,利用感知压力量表和正念量表来评估他们应对压力的能力,最后通过 T 检验告诉我们,结果对大学生学习正念技巧以应对压力具有重要意义。
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Technological System Based on Serious Games for Teaching Stress Management to University Students
Serious Games have emerged as a valuable tool to facilitate education in stress management, also the serious game being collaborative is a way to have a greater effectiveness for users in their learning, on the other hand, Mindfulness techniques are also an effective tool to manage stress, but each has been used individually. This article aims to develop a serious game that involves collaboration to support teaching processes of stress management through Mindfulness techniques in university students and its evaluation in potential users of its use. The method used for its design is the SAVIE methodology which is user-centered and applies to the context of university students focused on the creation of games with pedagogical and ludic objectives. The development was done with Adobe Illustrator for its digital design and as digital engine Unity doing the programming with C#, where finally the deployment is done in Android operating system and 3 people can play collaboratively. The results of this study were obtained by conducting a validation of this serious game “RAIDER” with 11 potential users, who participated in sessions, where they were conducted two interviews with each participant, one before and one after playing the game, to assess their ability to cope with stress, making use of the perceived stress scale and mindfulness scale and finally making a T-test that tells us that the results are significant in learning Mindfulness techniques to cope with stress in college students.
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CiteScore
4.30
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0.00%
发文量
45
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