A Serious Game for Mould Prevention Education: A Comparative Study With Video‐Based Learning.
Background: Indoor mould growth poses a significant risk to occupant health and building durability, particularly in climates with high humidity and inadequate ventilation. Traditional educational approaches often struggle to maintain learner engagement and support long‐term behaviour change. Object...
| Publicado en: | Journal of Computer Assisted Learning Vol. 42; no. 2; pp. 1 - 25 |
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| Autores principales: | , , |
| Formato: | pictorial research tables/charts randomized controlled trial Journal Article |
| Publicado: |
Wiley-Blackwell
Apr2026
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=192476933&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 192476933 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Apr2026 vid: 42 iid: 2 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 192476933 192476933 192476933 10.1002/jcal.70227 192476933 ppf: 1 ppct: 24 formats: tig: atl: A Serious Game for Mould Prevention Education: A Comparative Study With Video‐Based Learning. aug: au: Daemei, Abdollah Baghaei Feng, Zhenan Paes, Daniel affil: School of Built Environment, College of Science, Massey University, Auckland, New Zealand sug: subj: Fungi Air Pollutants Adverse Effects Air Pollution, Indoor Prevention and Control Environmental Monitoring Education Online Education Videorecording Video Games Computer-Assisted Instruction Learning Methods Outcomes of Education Human Male Female Adult Middle Age New Zealand Experimental Studies Randomized Controlled Trials Random Assignment Comparative Studies Pretest-Posttest Control Group Design Questionnaires Scales Descriptive Statistics Data Analysis Software Mann-Whitney U Test Wilcoxon Signed Rank Test Knowledge Motivation Task Performance and Analysis Self-Efficacy Behavioral Changes Educational Technology Usability Study Adult: 19-44 years Middle Aged: 45-64 years Male Female ab: Background: Indoor mould growth poses a significant risk to occupant health and building durability, particularly in climates with high humidity and inadequate ventilation. Traditional educational approaches often struggle to maintain learner engagement and support long‐term behaviour change. Objectives: This study presents the development and evaluation of alternative game‐based learning to enhance learning outcomes, user motivation, self‐efficacy, task load, system usability, knowledge retention, and behavioural change compared to video‐based learning. The data were collected in three stages, including pre‐test, post‐test, and after 4 weeks. Methods: Articulate Storyline 360 was used for developing the game. A between‐subjects experimental design was conducted with 120 participants randomly assigned to either a game or video learning intervention. Results and Conclusions: Both interventions produced significant immediate knowledge gains. The serious game demonstrated superior long‐term knowledge retention and higher intrinsic motivation, supported by lower perceived task load and higher system usability. Self‐efficacy improved under both conditions. No significant difference in self‐reported behavioural change was observed after 4 weeks. Beyond comparative performance, the study contributes a domain‐specific, theory‐informed serious game design for mould‐prevention education. The findings indicate that interactive gameplay provides an effective and engaging approach for supporting mould‐prevention learning. Lay Summary: What is currently known about this topic? ○Indoor mould harms health and housing quality worldwide.○Public education often relies on passive video instruction.○Serious games can improve engagement and learning.○Long‐term retention in IAQ and mould prevention education is underexplored.What does this paper add? ○Develops a theory‐informed serious game for mould prevention.○Compares game‐based and video learning through a between‐subject experiment.○Shows stronger four‐week knowledge retention with the game condition.○Finds higher motivation and lower task load in the game condition.Implications for practice and/or policy ○Educators should consider integrating serious games into IAQ and mould prevention education.○Interactive environments may enhance applied learning in housing health.○Understanding learner motivation can guide effective game implementation.○Implementation strategies should include follow‐up support for behaviour change. pubtype: Academic Journal doctype: pictorial research tables/charts randomized controlled trial Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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