scholarly journals MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits?

2022 ◽  
pp. 155541202110495
Author(s):  
Dongliang Chen ◽  
Antonio Bucchiarone ◽  
Zhihan Lv

The COVID-19 problem has not gone away with the passing of the seasons. Although most countries have achieved remarkable results in fighting against epidemic diseases and controlling viruses, the general public is still far from understanding the new crown virus and lack imagination on its transmission law. Location-based games (LBGs) have been challenged during the on-going pandemic. No research has shown that LBGs can be used to help prevent COVID-19 infection. Therefore, we designed the game MeetDurian, which integrates entertainment, sports, and education. For investigating factors influencing intention to play the MeetDurian, we proposed some comparative evaluation. Data were gathered from participants who participated in capturing virtual durians and completed questionnaires about immersion into the game, workload assessment, user’s emotions, learning outcomes, and personal hygiene. These results proved the acceptability and usability of the mobile game-based MeetDurian for preventing the infection and severity of the COVID-19 pandemic.

1981 ◽  
Vol 25 (1) ◽  
pp. 488-491 ◽  
Author(s):  
Don A. Zabcik

A study was conducted to investigate the dimensional design of the personal hygiene center: the bathtub. The study determined an optimum level of four basic bathtub parameters, consisting of the bathtub basin length, the rim width, the rim height, and the backrest angle. The objective of this study was to evaluate the effects of these four physical parameters on safe bathtub usage for the general public. Sixty-four volunteer subjects participated in the study. Each subject was presented four bathtub configurations in random order. Anthropometric dimensions and subjective questionnaires were compiled and evaluated for all subjects. Known anthropometry requirements and functional abilities were combined with the experimental results to arrive at a proposed bathtub design. Analysis revealed preferred dimension for the four parameters, as a function of age, weight, and height. Bimodal preferences supported a proposed bathtub design that would accommodate various methods of bathtub ingress and egress. Finally, incorporating various human factors principles, design parameters were recommended for designing future bathtub structures.


2019 ◽  
Vol 21 (3) ◽  
pp. 179-189 ◽  
Author(s):  
Jane Lu Hsu ◽  
Chih-Hung Feng

Purpose The purpose of this paper is to examine factors influencing environmental behaviour of the general public and to develop educational implications that will enhance effectiveness in information dissemination for environmental sustainability in Taiwan. Design/methodology/approach A survey using personal interviews was administered in Taipei, Taichung and Kaohsiung metropolitan areas following stratified sampling method based on age and gender distributions of the population between the ages of 18 and 59 in Taiwan. Total valid samples were 481. Probit model was applied to examine factors influencing environmental behaviour. Findings Based on findings in the study, environmental knowledge, pro-environmental attitude (emphasising balance of nature), altruism and habitual behaviour positively influence environmental behaviour. Humancentric (emphasising human domination) negatively influence environmental behaviour. The following educational implications are capable to enlarge a spectrum of environmental behaviour in Taiwan: including topics of waste avoidance and reduction in chemical usage for cleaning or for insecticides in lessons/curricula; and promote general public to live a life which causes fewer burdens on the environment. Research limitations/implications Environmental education plays fundamental role in educating the public with concurrent environmental knowledge, in an expectation that the general public would take the information into consideration and modify behaviour in an effort to sustain the environment. Research implications of this study are: environmental behaviour is multidimensional and can be examined using a comprehensive set of statements including domains of energy conservation, mobility and transportation, waste avoidance, consumerism and recycling; and habitual behaviour is an influencing factor to explain environmental behaviour and can be examined thoroughly in future studies. Originality/value The study provides insights into environmental education based on examining factors influencing environmental behaviour. It advances the field by exploring environmental behaviour in five domains and revealing habitual behaviour as an influential factor. This allows educators to comprehend gaps in environmental behaviour and the needs for environmental education in Taiwan.


2016 ◽  
Vol 178 ◽  
pp. 366-376 ◽  
Author(s):  
Jared A. Ross ◽  
Matthew E. Herbert ◽  
Scott P. Sowa ◽  
Jane R. Frankenberger ◽  
Kevin W. King ◽  
...  

2019 ◽  
Vol 4 (1) ◽  
pp. 49
Author(s):  
Mega Rahmawati ◽  
Edi Suryadi

This paper specifically examines the role of teacher as a facilitator, assumed to be one of the factors influencing the effectiveness of student learning. Data that were collected through survey method using close-ended questionnaires and documents of student learning outcomes of 136 students at one state vocational high school in Bandung as respondents were analyzed with simple regression. The results of data analysis show that the role of teacher as a facilitator had an influence on the effectiveness of student learning. This research is expected to contribute to the field of education research some considerations of the role of teacher as a facilitator as one of the factors influencing the effectiveness of student learning.ABSTRAKTulisan ini mengkaji secara khusus tentang peran guru sebagai fasilitator yang diduga menjadi salah satu variabel yang berpengaruh terhadap efektivitas belajar siswa. Berdasarkan hasil analisis data dengan menggunakan regresi sederhana dimana data yang dikumpulkan melalui metode survey dengan menggunakan angket jawaban tertutup dan nilai hasil belajar siswa sebanyak 136 orang siswa pada salah satu Sekolah Menengah Kejuruan Negeri di Kota Bandung sebagai responden. Hasil analisis data tersebut menunjukkan bahwa peran guru sebagai fasilitator mempunyai pengaruh terhadap efektivitas belajar siswa. Penelitian ini diharapkan dapat memberikan pengkajian pendidikan untuk dapat mempertimbangkan peran guru sebagai fasilitator sebagai salah satu faktor pengaruh efektivitas belajar siswa.


2021 ◽  
Vol 5 (2) ◽  
pp. 315-324
Author(s):  
Wenda Novayani ◽  
◽  
Shumaya Resty Ramadhani ◽  
Irvandy Hartono ◽  
◽  
...  

The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.


2017 ◽  
Vol 56 (3) ◽  
pp. 344-368 ◽  
Author(s):  
Achraf Touati ◽  
Youngkyun Baek

This study investigated students’ perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The model simultaneously considered other factors such as prior game experience and intensity of use, and final analysis revealed that these two variables were directly related. Another important finding was the strong impact of prior game experience on perceived competence. Results are interpreted with reference to implications for possible means of improving learning outcomes when using mobile learning games in the academic context.


2013 ◽  
Vol 19 (15-16) ◽  
pp. 1764-1772 ◽  
Author(s):  
Erin L. Hsu ◽  
Jason H. Ghodasra ◽  
Amruta Ashtekar ◽  
Michael S. Nickoli ◽  
Sungsoo S. Lee ◽  
...  

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