Prospective ICT Teachers’ Perceptions on the Didactic Utility and Player Experience of a Serious Game for Safe Internet Use and Digital Intelligence Competencies
<p>24 DQ Competencies as defined in [<a href="#B2-computers-12-00193" class="html-bibr">2</a>].</p> "> Figure 2
<p>The environment of the game: (A) Achieved game stage name: Information Collection, (B) Message Box: the text in Greek refers to the information the player receives, (C) Informative messages, (D) Help area: Hints, (E) Information collected.</p> "> Figure 3
<p>The use of the search engine and the resulting websites: (A) Search keywords options from top to bottom: Dog search, Lost dog, Found pets, (B) Resulted websites after search: the text in Greek represents sites names. (C) Help area: Hints.</p> "> Figure 4
<p>The malicious pop-up window: (A) Pop-up window with terms to be accepted or not: the text in Greek refers to the message body of the terms the player is asked to accept or not, (B) Help area: Hints.</p> "> Figure 5
<p>The post options: (A) Post option for the player to choose from: the text in Greek refers to the context of each ad, (B) Help area: Hints.</p> "> Figure 6
<p>The communication with other internet users: (A) Message box for internet user Max22: the text in Greek refers to the communication being held between the player and the internet user, (B) Message box for internet user Michelle: the text in Greek refers to the communication being held between the player and the internet user, (C) Help area: Hints, (D) Social media web page: the text in Greek refers to a translation of the web page in Greek.</p> "> Figure 7
<p>Returning the dog to its owner: (A) Help area: Hints.</p> "> Figure 8
<p>The deletion of the internet post: (A) Post deletion button: Delete Post, (B) Help area: Hints, (C) Social media web page: the text in Greek refers to a translation of the web page in Greek.</p> "> Figure 9
<p>Serious Game Design Assessment Framework [<a href="#B6-computers-12-00193" class="html-bibr">6</a>].</p> "> Figure 10
<p>Coherence & Cohesion between SGDA elements for “Follow the Paws”.</p> "> Figure 11
<p>Results Map.</p> ">
Abstract
:1. Introduction
2. Literature Review
2.1. Digital Intelligence
2.2. Advantages of Serious Games
2.3. Relevant Educational Games
3. Analysis and Design of Follow the Paws
3.1. Analysis of Follow the Paws
3.1.1. Information Collection
3.1.2. Internet Search
3.1.3. Ad Posting
3.1.4. Owner Authentication
3.1.5. Returning the Dog to Its Owner
3.1.6. Deletion of the Post & Completion of the Game
3.1.7. Summary of DQ Competencies Covered in the Game
3.2. Design of Follow the Paws
- The Purpose of this game is to offer a life-like environment that represents realistic cyber threats and contains game missions corresponding to specific DQ competencies. As a secondary impact “Follow the Paws” sensitizes the player to the matter of stray and lost animals.
- The Content & Information of the game, refers to the data visible to the player, provided by the game or perceived by him/her during gameplay. Such data include supplementary information about the characters of the game, the back story, the time left to use the aid button, the educational messages that the player receives upon his actions during the game, the dialogues between characters, the messages at the completion of each game stage, the data that the player gathers during the gameplay in order to complete each step, etc.
- The Game’s Framing, given the young ages of the game’s audience, is highlighted to consist of a basic play literacy when no specific knowledge is required from the player to complete the game. It is of high importance to have in mind that we are looking for the spontaneous and unforced behavior (own will) of the player, during the simulation of a physical condition taken from the real world.
- The Mechanics, which govern the game, involve all the choices the player makes in order to achieve the main goal of the game, which is to return the lost dog to its owner. It includes all the actions that the player applies within the operations scope of the game, as well as the time it takes to move from one step to another. What is more is that all these actions contribute to the formation of a profile on the DQ axis, while also weaknesses in player’s behavior can be identified, in terms of safe internet use.
- Regarding Fiction & Narrative, the storyline that uses a child and a dog as protagonists has been chosen in order to appeal to children of primary school ages regardless of their gender. Representing the main character in an age close to the age of the game’s target group makes the game even more relatable to the player, bringing the realism in the forefront. In parallel, the ending goal of the game familiarizes the player with the process required to return a lost pet to its owner, in an environment as close to reality as possible.
- The Aesthetics & Graphics of “Follow the Paws” consist of animated cartoon figures, graphics with bright colors and music, corresponding to the age group in which the game is addressed and in favor of constructing an image and content interesting for a child.
4. Materials and Methods
4.1. Context of the Study
4.2. Research Questions
4.3. Participants
4.4. Data Collection and Analysis
5. Results of the Evaluation
5.1. Game Acceptance and Didactic Utility (RQ1)
5.2. Anticipated Player Experience (RQ2)
5.3. Positive and Negative Aspects of the Game
6. Discussion
- Uncertainties on the use of the game by students unfamiliar with the use of computers and social media.
- Improvements on the game controls, in order to simplify player’s movement while playing.
- Providing the player with an introduction to the game’s purpose, in order to familiarize him/her with the aim of not receiving direct guidance through the game, but only minor hints to encourage their own thinking and problem solving skills.
7. Limitations and Future Work
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
- Jackman, J.A.; Gentile, D.A.; Cho, N.J.; Park, Y. Addressing the digital skills gap for future education. Nat. Hum. Behav. 2021, 5, 542–545. [Google Scholar] [CrossRef] [PubMed]
- Park, Y.; DQ Institute. DQ Global Standards Report 2019: Common Framework for Digital Literacy, Skills and Readiness. Available online: https://www.dqinstitute.org/wp-content/uploads/2019/03/DQGlobalStandardsReport2019.pdf (accessed on 5 May 2023).
- Zhonggen, Y. A Meta-Analysis of Use of Serious Games in Education over a Decade. Int. J. Comput. Games Technol. 2019, 2019, 4797032. [Google Scholar] [CrossRef]
- Corti, K. Games-based Learning; a serious business application. PIXELearning 2006, 34, 1–20. [Google Scholar]
- Mitchell, A.; Savill-Smith, C. The Use of Computer and Video Games for Learning; Learning and Skills Development Agency: London, UK, 2004; Volume 88, pp. 1397–1399. ISBN 1-85338-904-8. [Google Scholar]
- Mitgutsch, K.; Alvarado, N. Purposeful by design?: A serious game design assessment framework. In Proceedings of the International Conference on the Foundations of Digital Games (FDG ’12), New York, NY, USA, 29 May 2012; pp. 121–128. [Google Scholar]
- Petri, G.; von Wangenheim, C.; Borgatto, A. MEEGA+: An Evolution of a Model for the Evaluation of Educational Games; Brazilian Institute for Digital Convergence: Florianópolis, Brazil, 2016. [Google Scholar]
- Petri, G.; von Wangenheim, C.G. MEEGA+: A Method for the Evaluation of the Quality of Games for Computing Education. In Proceedings of the SBGames, Rio de Janeiro, Brazil, 28–31 October 2019; pp. 28–31. [Google Scholar]
- Sanchez, E. Key Criteria for Game Design: A Framework; IFE/Ecole Normale Supérieure: Lyon, France, 2011. [Google Scholar]
- Blumberg, F.C.; Ismailer, S.S. What do children learn from playing digital games? In Serious Games: Mechanisms and Effects; Ritterfeld, U., Cody, M., Vorderer, P., Eds.; Routledge: Oxfordshire, UK, 2009; p. 135. ISBN 978-113-584-891-0. [Google Scholar]
- Robertson, D.; Miller, D. Learning gains from using games consoles in primary classrooms: A randomized controlled study. In Proceedings of the World Conference on Educational Sciences: New Trends and Issues in Educational Sciences, Nicosia, North Cyprus, 4–7 February 2009; pp. 1641–1644. [Google Scholar]
- Hill, W.A., Jr.; Fanuel, M.; Yuan, X.; Zhang, J.; Sajad, S. A survey of serious games for cybersecurity education and training. In Proceedings of the 2020 KSU Conference on Cybersecurity Education, Research and Practice, Kennesaw, GA, USA, 23–24 October 2020. [Google Scholar]
- Weitzman, E.M. Teaching Good Digital Citizenship with Pledge Planets, an Intergalactic Journey from Messenger Kids. Available online: https://messengernews.fb.com/2022/01/20/teaching-good-digital-citizenship-with-pledge-planets-an-intergalactic-journey-from-messenger-kids/ (accessed on 5 May 2023).
- McCarthy, D. Minecraft: Education Edition Launches a New World to Teach Students About Internet Safety in Honor of Safer Internet Day. Available online: https://news.xbox.com/en-us/2022/02/07/minecraft-education-edition-safer-internet-day-course/ (accessed on 5 May 2023).
- DQ Institute. Digital Citizenship Test: Cyber-Risk and Digital Skills Assessment Launch. Available online: https://www.dqinstitute.org/news-post/digital-citizenship-test-cyber-risk-and-digital-skills-assessment-launch/ (accessed on 5 May 2023).
- Silva, F.G.M. Practical Methodology for the Design of Educational Serious Games. Information 2020, 11, 14. [Google Scholar] [CrossRef]
- Natucci, G.C.; Borges, M.A. Balancing Pedagogy, Emotions and Game Design in Serious Game Development. In Proceedings of the 20th Brazilian Symposium on Games and Digital Entertainment, Gramado, Brazil, 18–21 October 2021; pp. 1013–1016. [Google Scholar]
- Carvalho, M.B.; Bellotti, F.; Berta, R.; De Gloria, A.; Islas Sedano, C.; Baalsrud Hauge, J.; Hu, J.; Rauterberg, M. An Activity Theory-based Model for Serious Games Analysis And-conceptual Design. Comput. Educ. 2015, 87, 166–181. [Google Scholar] [CrossRef]
Digital Identity | Digital Safety | Digital Security | Digital Communication | Digital Literacy | Digital Rights | |||
---|---|---|---|---|---|---|---|---|
Digital Co-Creator Identity | Behavioral Cyber-Risk Management | Personal Cyber Security Management | Online Communications and Collaboration | Digital Footprint Management | Content Creation and Computational Literacy | Media and Information Literacy | Privacy Management | |
Information Collection | Dog’s collar check for contact details. (9—Digital Creativity) | Collect information from surroundings. (14—Digital Creativity) | ||||||
Internet Search | Avoidance of maliculus pop-up window. (4—Digital Citizenship) | Correct use of keywords and site selection, while browsing the internet. (7—Digital Citizenship) | ||||||
Ad Posting | Efficiently creating the ad by combining the information gathered with the given options (15—Digital Creativity) | Discreet handling of personal information in the ad creation (8—Digital Citizenship) | ||||||
Owner Authentication | Handling online behaviors and verification of the real owner. (3—Digital Citizenship) | Information collection through online communication and collaboration with internet users. (14—Digital Creativity) | Discreet handling of third-party personal information online. (8—Digital Citizenship) | |||||
Returning the Dog to its Owner | Proper selection of a meeting place, for returning the dog to its owner, based on the transport options available. (9—Digital Creativity) | |||||||
Deletion of the Post & Completion of the game | Deletion of the post from the internet when it is no longer valid. (5—Digital Citizenship) |
Dimension | Statement | Mean | Std.Dev. | Median |
---|---|---|---|---|
Game acceptance | The content is relevant (no errors) | 3.6 | 0.86 | 4 |
The content fits the characteristics of the students (age, prior knowledge, etc.) | 4.1 | 0.73 | 4 | |
The content fits the main principles of safe Internet browsing | 4.3 | 0.7 | 4 | |
Usability | The game provides guidance and adequate help to the students | 3.6 | 1.05 | 4 |
The game provides clear and relevant feedback to students about their choices during game playing | 3.8 | 0.96 | 4 | |
Didactic utility | The game can be used as a supplement during the educational process | 4.1 | 0.83 | 4 |
The game is suited to the pedagogical objectives of the teacher | 4 | 0.81 | 4 | |
The tasks of the students within the game are relevant with their educational background | 3.9 | 0.83 | 4 | |
There is a balance between game elements and the achievement of the educational objective | 3.9 | 0.73 | 4 | |
Through this game students improve their knowledge on safe Internet browsing | 4.1 | 0.81 | 4 |
Dimension | Statement | Mean | Std.Dev. | Median |
---|---|---|---|---|
Usability: Aesthetics | The game design is attractive for young students (interface. graphics., etc.). | 4.1 | 0.64 | 4 |
The text font and colors are well blended and consistent. | 4 | 0.92 | 4 | |
Usability: Learnability | Students will have to learn a few things before they can play the game. | 3.2 | 1.02 | 3 |
Learning to play this game will be easy for students. | 3.9 | 0.87 | 4 | |
I think that most students will learn to play this game very quickly. | 3.8 | 0.90 | 4 | |
Usability: Operability | I think that the game is easy to play for young students. | 3.8 | 0.90 | 4 |
The game rules are clear and easy to understand. | 3.8 | 0.96 | 4 | |
Usability: Accessibility | The fonts (size and style) used in the game are easy to read. | 4.2 | 0.78 | 4 |
The colors used in the game are meaningful. | 4 | 0.84 | 4 | |
Usability: Error prevention and recovery | The game prevents students from making mistakes. | 3.5 | 0.99 | 4 |
When the student makes a mistake it is easy to recover from it quickly. | 3.7 | 0.92 | 4 | |
Confidence | When the student first looks at the game, s/he will have the impression that it will be easy for him/her. | 3.9 | 0.89 | 4 |
The contents and structure will help the student to become confident that he/she will learn with this game. | 3.8 | 0.78 | 4 | |
Challenge | This game is appropriately challenging for a young student. | 3.9 | 0.91 | 4 |
The game provides new challenges (offers new obstacles. situations or variations) at an appropriate pace. | 3.7 | 0.88 | 4 | |
The game does not become monotonous as it progresses (repetitive or boring tasks). | 3.5 | 1.02 | 4 | |
Satisfaction | Completing the game tasks will give students a satisfying feeling of accomplishment. | 4.1 | 0.84 | 4 |
Managing to advance in the game will be due to the student’s personal effort. | 4 | 0.79 | 4 | |
Students will feel satisfied with the things that they learned from the game. | 3.8 | 0.8 | 4 | |
I would recommend this game for young students. | 4.1 | 0.85 | 4 | |
Fun | Students will have fun with the game. | 4 | 0.86 | 4 |
During the game I believe that there are features that would make a young student smile (game elements. competition., etc.). | 3.9 | 0.82 | 4 | |
Focused Attention | There is something interesting at the beginning of the game that will capture the attention of a young student. | 3.8 | 0.92 | 4 |
A young student could be so involved in the gaming task that would lose track of time. | 2.8 | 1.13 | 3 | |
A student could forget about his/her immediate surroundings while playing this game. | 2.7 | 1.08 | 3 | |
Relevance | The game contents are relevant to the interests of a young student. | 3.7 | 0.84 | 4 |
It is clear to me how the contents of the game are related to the investigation of digital competencies. | 4 | 0.8 | 4 | |
This game is an adequate method for investigating digital intelligence. | 3.6 | 0.86 | 4 | |
I suggest investigating and teaching students about the correct digital behavior with this game in comparison to learning through other ways (e.g., other teaching methods). | 4.1 | 0.79 | 4 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Georgiadou, A.; Xinogalos, S. Prospective ICT Teachers’ Perceptions on the Didactic Utility and Player Experience of a Serious Game for Safe Internet Use and Digital Intelligence Competencies. Computers 2023, 12, 193. https://doi.org/10.3390/computers12100193
Georgiadou A, Xinogalos S. Prospective ICT Teachers’ Perceptions on the Didactic Utility and Player Experience of a Serious Game for Safe Internet Use and Digital Intelligence Competencies. Computers. 2023; 12(10):193. https://doi.org/10.3390/computers12100193
Chicago/Turabian StyleGeorgiadou, Aikaterini, and Stelios Xinogalos. 2023. "Prospective ICT Teachers’ Perceptions on the Didactic Utility and Player Experience of a Serious Game for Safe Internet Use and Digital Intelligence Competencies" Computers 12, no. 10: 193. https://doi.org/10.3390/computers12100193
APA StyleGeorgiadou, A., & Xinogalos, S. (2023). Prospective ICT Teachers’ Perceptions on the Didactic Utility and Player Experience of a Serious Game for Safe Internet Use and Digital Intelligence Competencies. Computers, 12(10), 193. https://doi.org/10.3390/computers12100193