Objective: To assess the the usability, acceptability, and likeability of the Cyberhero Mobile Safety program, a series of six computer games that aim to teach children about digital well-being and citizenship.Design: QualitativeSubjects and Setting: 108 public school students in grades 3 to 6 from New York State. Interventions:continued
Objective: To assess the the usability, acceptability, and likeability of the Cyberhero Mobile Safety program, a series of six computer games that aim to teach children about digital well-being and citizenship.
Design: Qualitative
Subjects and Setting: 108 public school students in grades 3 to 6 from New York State.
Interventions: N/A
Outcome Measures: usability (number of times a game way played, number of times each game was completed, and the length of time each game was played); likeability (appeal and engagement); applicability (novelty and relevance); and effectiveness (impact and effectiveness).
Results: Public Garden and The Spy Who Texted Me has the highest number of successful gameplays (and thus the highest usability rating). Woogi Who, The Spy Who Texted Me, and Digi-Woog Disaster had high scores for appeal. Public garden scored the lowest for both appeal and engagement. Brain Drain and The Spy Who Texted Me received the highest novelty scores. Digi-Woog Disaster and Woogi Who has the highest relevance scores. Public Garden again received the lowest scores, this time for novelty and relevance. The majority of the games were perceived as effective.
Conclusion: Several of the games within the Cyberhero Mobile Safety program are a feasible way to influence online behaviors.
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