The VaccineLand: An Interactive Digital Board Game to Educate Public about Vaccines
DOI: http://dx.doi.org/10.30630/joiv.6.2-2.1118
Abstract
Keywords
Full Text:
PDFReferences
L. P. Wong, P. F. Wong, and S. AbuBakar, "Vaccine hesitancy and the resurgence of vaccine preventable diseases: the way forward for Malaysia, a Southeast Asian country," Human Vaccines & Immunotherapeutics, vol. 16, no. 7, pp. 1511–1520, Jul. 2020, doi: 10.1080/21645515.2019.1706935.
J. Y. H. Voo, Q. Y. Lean, L. C. Ming, N. H. Md. Hanafiah, Y. M. Al-Worafi, and B. Ibrahim, "Vaccine Knowledge, Awareness and Hesitancy: A Cross Sectional Survey among Parents Residing at Sandakan District, Sabah," Vaccines (Basel), vol. 9, no. 11, 2021, doi: 10.3390/vaccines9111348.
P. Paterson, F. Meurice, L. R. Stanberry, S. Glismann, S. L. Rosenthal, and H. J. Larson, "Vaccine hesitancy and healthcare providers," Vaccine, vol. 34, no. 52, pp. 6700–6706, 2016, doi: https://doi.org/10.1016/j.vaccine.2016.10.042.
N. H. Abd Manaf, M. A. Omar, and F. H. Suib, "Vaccine hesitancy and implications on childhood immunisation in Malaysia," International Journal of Health Governance, vol. 27, no. 1, pp. 76–86, Jan. 2022, doi: 10.1108/IJHG-05-2021-0055.
R. Garris, R. Ahlers, and J. Driskell, "Games, Motivation, and Learning: A Research and Practice Model," Simulation & Gaming, vol. 33, pp. 441–467, Dec. 2002, doi: 10.1177/1046878102238607.
F. Kusnin, "Public Health Physician Disease Control Division Ministry of Health."
M. Y.-J. Song and A. Gruzd, "Examining Sentiments and Popularity of Pro- and Anti-Vaccination Videos on YouTube," 2017. doi: 10.1145/3097286.3097303.
J. Cates et al., "Developing a Serious Videogame for Preteens to Motivate HPV Vaccination Decision Making: Land of Secret Gardens," Games for Health Journal, vol. 7, Nov. 2017, doi: 10.1089/g4h.2017.0002.
J. L. Plass, B. D. Homer, and C. K. Kinzer, "Foundations of Game-Based Learning," Educational Psychologist, vol. 50, no. 4, pp. 258–283, Oct. 2015, doi: 10.1080/00461520.2015.1122533.
H. al Fatta, Z. Maksom, and Mohd. H. Zakaria, "Game-based Learning and Gamification: Searching for Definitions," International journal of simulation: systems, science & technology, 2019.
A. N. Juhari, M. Hani, and A. Bakar, "Popular Game Elements Used in Designing Game-Based Learning STEM Application for School Students-A Review," Jurnal Kejuruteraan, vol. 32, no. 4, pp. 559–568, doi: 10.17576/jkukm-2020-32(4)-01.
A. N. Saleem, N. M. Noori, and F. Ozdamli, "Gamification Applications in E-learning: A Literature Review," Technology, Knowledge and Learning, vol. 27, no. 1, pp. 139–159, 2022, doi: 10.1007/s10758-020-09487-x.
A. C. Sari, A. M. Fadillah, J. Jonathan, and M. R. David Prabowo, "Interactive Gamification Learning Media Application For Blind Children Using Android Smartphone in Indonesia," Procedia Computer Science, vol. 157, pp. 589–595, 2019, doi: https://doi.org/10.1016/j.procs.2019.09.018.
B. Nelson, B. Erlandson, and A. Denham, "Global channels of evidence for learning and assessment in complex game environments," British Journal of Educational Technology - BRIT J EDUC TECHNOL, vol. 42, Jan. 2009, doi: 10.1111/j.1467-8535.2009.01016.x.
E. Pesare, T. Roselli, N. Corriero, and V. Rossano, "Game-based learning and Gamification to promote engagement and motivation in medical learning contexts," Smart Learning Environments, vol. 3, Aug. 2016, doi: 10.1186/s40561-016-0028-0.
I. and T. C. Montagni Ilaria and Mabchour, "Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review," JMIR Serious Games, vol. 8, no. 2, p. e16983, May 2020, doi: 10.2196/16983.
P. Sweetser and P. Wyeth, "GameFlow: A Model for Evaluating Player Enjoyment in Games," Comput. Entertain., vol. 3, no. 3, p. 3, Jul. 2005, doi: 10.1145/1077246.1077253.
A. Lund, "Measuring Usability with the USE Questionnaire," Usability and User Experience Newsletter of the STC Usability SIG, vol. 8, Jan. 2001.
J. C. Nunnally, "An Overview of Psychological Measurement," in Clinical Diagnosis of Mental Disorders: A Handbook, B. B. Wolman, Ed. Boston, MA: Springer US, 1978, pp. 97–146. doi: 10.1007/978-1-4684-2490-4_4.
A. Bangor, P. Kortum, and J. Miller, "Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale," 2009.
J. Pallant, "SPSS Survival Manual: A Step by Step Guide to Data Analysis Using SPSS for Windows Version 15," Jul. 2007.
J. Cohen, "Statistical Power Analysis for the Behavioral Sciences Second Edition."
Y. J. Joo, K. Y. Lim, and E. K. Kim, "Online university students' satisfaction and persistence: Examining perceived level of presence, usefulness and ease of use as predictors in a structural model," Computers and Education, vol. 57, no. 2, pp. 1654–1664, Sep. 2011, doi: 10.1016/j.compedu.2011.02.008.
S. K. Hendra and S. K. Yulyani Arifin, "Web-based Usability Measurement for Student Grading Information System," in Procedia Computer Science, 2018, vol. 135, pp. 238–247. doi: 10.1016/j.procs.2018.08.171.
V. Braun and V. Clarke, "Using thematic analysis in psychology," Qualitative Research in Psychology, vol. 3, no. 2, pp. 77–101, Jan. 2006, doi: 10.1191/1478088706qp063oa.
D. Hariyanto, M. B. Triyono, and T. Köhler, "Usability evaluation of personalized adaptive e-learning system using USE questionnaire," Knowledge Management and E-Learning, vol. 12, no. 1, pp. 85–105, Mar. 2020, doi: 10.34105/j.kmel.2020.12.005.