Assesment of Children Enjoyment in Game-Based Road Safety Education Apps
Keywords:
Road Safety Education, Game Based Learning, Computer Game, Game Enjoyment, EGameFlow ModelAbstract
According to WHO figures, road traffic injuries are the leading cause of death for children and young adults aged 5 to 29. It is the second leading cause of death among Malaysians aged 5 to 14. Thus, governments have always taken comprehensive road safety measures, such as including a Road Safety Education (RSE) curriculum in Malaysia's primary and secondary schools. Most RSE modules, on the other hand, are based on traditional methodologies and are provided in a verbal teaching and learning mode. Most non-interactive campaigns include traditional mass media advertising such as television, radio, and billboards, which are also considered less interesting. These strategies are technically unfeasible and insufficiently entertaining to spark children's interest in learning about safety. Because of this, a game-based application prototype has been made to help people learn RSE. It has been assessed by measuring the acceptance of the game by using 30 schoolchildren as respondents. An EGameFlow model was adopted in the experiment as it evaluates the user's learning cognition of delight while playing a game. The respondents were evaluated on seven factors: focus, a clear purpose, feedback, a challenge, autonomy, immersion, and knowledge progress. The results and conclusions point to a positive outcome where most of them, which is 80%, agreed that the game is enjoyable and helps in providing the RSE.