Feasibility of an Online and Mobile Videogame Curriculum for Teaching Children Safe and Healthy Cellphone and Internet Behaviors.

OBJECTIVE Increased prevalence and penetration of cellphone and mobile Internet use have raised significant concerns about children's health and safety by offering new spaces for cyberbullying, harassment, and sexual misconduct. "Cyberhero Mobile Safety" is a videogame-based education program designed using tenets of the capacity model with the goal of instilling the knowledge and skills necessary to safely and productively navigate the mobile online environment. This study evaluates its usability, appeal, and perceived impact and usefulness. MATERIALS AND METHODS Six educational videogames were part of a program delivered to 3rd-6th grade students (n=108) across six public schools in Upstate New York. Videogame play was electronically captured to evaluate usability. Likeability, acceptability, and perceived usefulness of videogame content were evaluated through postgame questionnaires. RESULTS Videogame usability criteria were achieved on 82.7 percent of the students' gameplays. On a scale from 1 (low) to 5 (high), mean ratings were 4.09 (standard deviation [SD]=1.28) for likeability, 3.54 (SD=1.61) for acceptability, and 4.16 (SD=1.33) for perceived message usefulness. CONCLUSIONS The "Cyberhero Mobile Safety" program is a feasible and potentially effective platform for delivering information about safe and healthy cellphone and Internet use to children. Results support the use of the capacity model to design educational videogames because games that aligned with theory principles were reported as having the most impact and being the most useful at shifting children's online behaviors. Future research should directly test the individual components of the capacity model to inform educational game design.

[1]  Suzanna L. Panter Teaching Elementary Students to Be Safe on the Internet. , 2009 .

[2]  Kurt Squire,et al.  Video games in education , 2003, Int. J. Intell. Games Simul..

[3]  Frank Vetere,et al.  Children and Digital Wellbeing in Australia: Online regulation, conduct and competence , 2012 .

[4]  Shreya Desai,et al.  An Analysis of Electronic Media to Prepare Children for Safe and Ethical Practices in Digital Environments , 2008 .

[5]  J. Anhøj,et al.  Feasibility of Collecting Diary Data From Asthma Patients Through Mobile Phones and SMS (Short Message Service): Response Rate Analysis and Focus Group Evaluation From a Pilot Study , 2004, Journal of medical Internet research.

[6]  Paul W. Masterman,et al.  Reaching adolescents who drink harmfully: Fitting intervention to developmental reality. , 2003, Journal of substance abuse treatment.

[7]  K. Mitchell,et al.  Online Harassment in Context: Trends From Three Youth Internet Safety Surveys (2000, 2005, 2010) , 2013 .

[8]  K. Moore,et al.  The use of Likert scales with children. , 2014, Journal of pediatric psychology.

[9]  Maria Virvou,et al.  On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE , 2008, Comput. Educ..

[10]  Marije Nije Bijvank,et al.  Age and Violent-Content Labels Make Video Games Forbidden Fruits for Youth , 2009, Pediatrics.

[11]  Victoria A. Andersen,et al.  Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: "Fitter Critters" , 2012, Games for health journal.

[12]  A. McFarlane,et al.  Report on the educational use of games , 2002 .

[13]  Masayo Uji,et al.  The Impact of Authoritative, Authoritarian, and Permissive Parenting Styles on Children’s Later Mental Health in Japan: Focusing on Parent and Child Gender , 2014 .

[14]  J. Wolak,et al.  Prevalence and Characteristics of Youth Sexting: A National Study , 2012, Pediatrics.

[15]  Shalom M. Fisch,et al.  A Capacity Model of Children's Comprehension of Educational Content on Television , 2000 .

[16]  Billy Henson Bullying beyond the schoolyard: Preventing and responding to cyberbullying , 2012 .

[17]  Nathan Evans Got Game? An Investigation of Parents’ Understanding of and Attitudes Toward Advergaming , 2011 .

[18]  James H. Price,et al.  Prevalence and Correlates of Sexting Behavior in Adolescents , 2012 .

[19]  Ximena López,et al.  Beyond Nintendo: design and assessment of educational video games for first and second grade students , 2003, Comput. Educ..

[20]  Yulin Hswen,et al.  VIRTUAL AVATARS, GAMING, AND SOCIAL MEDIA: DESIGNING A MOBILE HEALTH APP TO HELP CHILDREN CHOOSE HEALTHIER FOOD OPTIONS. , 2013, Journal of mobile technology in medicine.

[21]  Elisheva F. Gross,et al.  The impact of computer use on children's and adolescents' development , 2001, Journal of Applied Developmental Psychology.

[22]  Justin W. Patchin,et al.  Bullies Move Beyond the Schoolyard , 2006 .

[23]  K. Mitchell,et al.  Document Title: Evaluation of Internet Child Safety Materials Used by ICAC Task Forces in School and Community Settings, Final Report , 2013 .

[24]  Cynthia A. Berg Cognitive development: An information-processing approach. , 1987 .

[25]  Kim Witte,et al.  Using scare tactics to promote safer sex among juvenile detention and high school youth , 1995 .

[26]  J. van der Bijl,et al.  Self-Efficacy in Children With Diabetes Mellitus: Testing of a Measurement Instrument , 2001, Scholarly Inquiry for Nursing Practice.

[27]  Michele L. Ybarra,et al.  Youth engaging in online harassment: associations with caregiver-child relationships, Internet use, and personal characteristics. , 2004, Journal of adolescence.

[28]  Michele L. Ybarra,et al.  How Risky Are Social Networking Sites? A Comparison of Places Online Where Youth Sexual Solicitation and Harassment Occurs , 2008, Pediatrics.

[29]  Thomas J. Holt,et al.  Bullying victimization and adolescent mental health: General and typological effects across sex , 2013 .

[30]  Jocelyn Wishart Internet safety in emerging educational contexts , 2004, Comput. Educ..