The Development of Social Distancing Activity Promotion for Higher Education Based on Gamification
Keywords:
Social Distancing, Higher Education Student, GamificationAbstract
The research and development study aimed to descripe level of knowledge in order to develop and evaluate the effect of a social distancing activity promotion model for higher education based on gamification. The research was divided 3 steps including: 1) survey of knowledge about social distancing in higher education 500 students. The research instrument used was a social distancing questionnaire test. Its content validity and reliability were tested (IOC = 0.67-1.00, KR20 = 0.79). The data was analyzed by descriptive statistics; 2) developing the social distancing activity promotion model. The researcher used the finding from the first step and focus group discussion was conducted among 10 informants. Data were analyzed using content analysis to develop the social distancing activity promotion model for higher education based on gamification. It was evaluated by three experts.; 3) study the effectiveness of social distancing activity promotion model the total participants were 55. The research instruments were the social distancing activity promotion model for higher education based on gamification and the questionnaire of the social distancing behaviors. The validity of the questionnaires were 0.82 and 0.85. Their reliability were tested using Cronbach’s alpha coefficient were 0.83 and 0.88, respectively. Data were analyzed using Paired t-test. The results finding following:
1. Overall, the higher education students had social distancing knowledge mean score was 10.44 at a medium level. However, the results were found that the higher education had the social distancing knowledge in high level was 39.00 percent, medium level was 42.20 percent and low level was 18.80, respectively.
2. The social distancing activity promotion model for higher education based on gamification consisted of the inside and outside social distancing activities pattern follow gamification mechanics included 1) goal 2) rule 3) competition 4) time 5) reward 6) feedback 7) difficult level.
3. After using the behavior both of inside and outside social distancing higher than before using the model with statistical significance (p<.001)
Recommendation of the study the educational institution should continue to apply the model to establish social distancing behavior in order to create new normal for teenagers.
References
Alahäivälä, T., & Oinas-Kukkonen, H. (2016). Understanding Persuasion Contexts in Health Gamification: A Systematic Analysis of Gamified Health Behavior Change Support Systems Literature. International journal of medical informatics, 96(12), 62-70.
Bloom, B. S. (1971). Handbook on Formative and Summative Evaluation of Student Learning New York: McGraw–Hill.
Centers for Disease Control and Prevention. (2020). Social Distancing Keep a Safe Distance to Slow the Spread. Retrieved April 4, 2020. Retrieved from: https://www.cdc.gov/ coronavirus/2019-ncov/prevent-getting-sick/social-distancing.html.
Department of Health. (2020). How Adolescence Live with Social Distancing During Pandemic of COVID-19. Retrieved April 4, 2020 from https://www.anamai.moph.go.th/download /2563/Covid_19/people/Social_distancing%20_%E0%B8%A7%E0%B8%B1%E0%B8%A2%E0%B8%A3%E0%B8%B8%E0%B9%88%E0%B8%99_260363.pdf.
Hervas, R., Ruiz-Carrasco, D., Mondejar, T., & Bravo, J. (2017). Gamification Mechanics for Behavioral Change: a Systematic Review and Proposed Taxonomy. In Proceedings of the 11th EAI International Conference on Pervasive Computing Technologies for Healthcare (pp. 395-404).
Kitisri, C., Nokham, R., & Phetcharat, K. (2017). A smartphone Using Behavior and Health Status Perception of Nursing Students. Journal of Community Health Development Quarterty Khon Kaen University, 5(1), 19-34.
Lertvitayakul, T. (2017). Formative Evaluation of Learning by Game Based. College of Asian Scholars Journal, 7(Special Edition), 104-116.
Ministry of Public Health. (2020). Guideline for COVID-19 Management. Retrieved April 4, 2020 fromhttp://www.oic.go.th/FILEWEB/CABINFOCENTER50/DRAWER060/GENERAL/DATA0001/00001298.PDF
Prime Minister’s Office. (2020). Require Issue Follow 9 Act of Emergency Decree on Public Admistration. Retrieved April 4, 2020 from http://www.ratchakit cha.soc.go.th/ DATA/ PDF/2563/E/076/T_0001.PDF
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is It all a Game? Understanding the Principles of Gamification. Business Horizons, 58(4), 411-420.
Singweratham, N. (2019). The Development of an Instructional Model Based on Didactic Teaching by Using VARK Learning Styles on Analytical Thinking on Public Health Program in Community Health. The Southern College Network Journal of Nursing and Public Health, 6(3), 27-40.
Singweratham, N., & Kewsuwwan, N. (2020). Setting Up a Local Quarantine for COVID-19 Outside the Local Hospital: A Case Study from Kanchanabhisek Institute of Medical and Public Health Technology. The Southern College Network Journal of Nursing and Public Health, 7(3), 1-9.
Srisatidnarakul, B. (2010). The Methodology in Nursing Research. (5th Edition.) Bangkok: You and I Intermedia.
World Health Organization. (2020). Coronavirus Disease (COVID-2019) Situation Reports. Situation Report –75. Retrieved April 4, 2020 from https://google.com/covid19map/?hl=th
World Health Organization. (2020). Coronavirus Disease (COVID-2019) Pandemic. Retrieved April 4, 2020 from https://www.who.int/news-room/q-a-detail/q-a-coronaviruses.
Downloads
Published
Issue
Section
License
1. บทความหรือข้อคิดเห็นใด ๆ ที่ปรากฏในวารสารเครือข่าย วิทยาลัยพยาบาลและการสาธารณสุขภาคใต้ ที่เป็นวรรณกรรมของผู้เขียน บรรณาธิการหรือเครือข่ายวิทยาลัยพยาบาลและวิทยาลัยการสาธารณสุขภาคใต้ ไม่จำเป็นต้องเห็นด้วย
2. บทความที่ได้รับการตีพิมพ์ถือเป็นลิขสิทธิ์ของ วารสารเครือข่ายวิทยาลัยพยาบาลและการสาธารณสุขภาคใต้

