A Serious Game for Mould Prevention Education: A Comparative Study with Video-Based Learning
Saved in:
| Title: | A Serious Game for Mould Prevention Education: A Comparative Study with Video-Based Learning |
|---|---|
| Language: | English |
| Authors: | Abdollah Baghaei Daemei (ORCID |
| Source: | Journal of Computer Assisted Learning. 2026 42(2). |
| Availability: | Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us |
| Peer Reviewed: | Y |
| Page Count: | 24 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | Educational Games, Disease Control, Prevention, Occupational Safety and Health, Game Based Learning, Video Games, Self Efficacy, Behavior Change |
| DOI: | 10.1002/jcal.70227 |
| ISSN: | 0266-4909 1365-2729 |
| Abstract: | 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. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1500472 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1500472 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: A Serious Game for Mould Prevention Education: A Comparative Study with Video-Based Learning – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Abdollah+Baghaei+Daemei%22">Abdollah Baghaei Daemei</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-2660-9714">0000-0003-2660-9714</externalLink>)<br /><searchLink fieldCode="AR" term="%22Zhenan+Feng%22">Zhenan Feng</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7513-8942">0000-0001-7513-8942</externalLink>)<br /><searchLink fieldCode="AR" term="%22Daniel+Paes%22">Daniel Paes</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Journal+of+Computer+Assisted+Learning%22"><i>Journal of Computer Assisted Learning</i></searchLink>. 2026 42(2). – Name: Avail Label: Availability Group: Avail Data: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 24 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Disease+Control%22">Disease Control</searchLink><br /><searchLink fieldCode="DE" term="%22Prevention%22">Prevention</searchLink><br /><searchLink fieldCode="DE" term="%22Occupational+Safety+and+Health%22">Occupational Safety and Health</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Efficacy%22">Self Efficacy</searchLink><br /><searchLink fieldCode="DE" term="%22Behavior+Change%22">Behavior Change</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1002/jcal.70227 – Name: ISSN Label: ISSN Group: ISSN Data: 0266-4909<br />1365-2729 – Name: Abstract Label: Abstract Group: Ab Data: 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1500472 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1500472 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1002/jcal.70227 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 24 Subjects: – SubjectFull: Educational Games Type: general – SubjectFull: Disease Control Type: general – SubjectFull: Prevention Type: general – SubjectFull: Occupational Safety and Health Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Video Games Type: general – SubjectFull: Self Efficacy Type: general – SubjectFull: Behavior Change Type: general Titles: – TitleFull: A Serious Game for Mould Prevention Education: A Comparative Study with Video-Based Learning Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Abdollah Baghaei Daemei – PersonEntity: Name: NameFull: Zhenan Feng – PersonEntity: Name: NameFull: Daniel Paes IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 04 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 0266-4909 – Type: issn-electronic Value: 1365-2729 Numbering: – Type: volume Value: 42 – Type: issue Value: 2 Titles: – TitleFull: Journal of Computer Assisted Learning Type: main |
| ResultId | 1 |