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...

Descripción completa

Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 42; no. 2; pp. 1 - 25
Autores principales: Daemei, Abdollah Baghaei, Feng, Zhenan, Paes, Daniel
Formato: pictorial research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Apr2026
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