Development of DAYSAM: An Educational Smart Phone Game for Preschoolers to Increase Awareness of Renewable Energy
Abstract
:1. Introduction
2. Hypothesis and Pretesting
3. DAYSAM Development Process
3.1. DAYSAM Overview and Requirement
- With every room light the player turns off; they get an extra coin
- With every light the player turns off, the engine smoke size decreases
- If the user turns off all the rooms, she/he will earn six coins
- Six coins are needed to buy a renewable energy tool
- The player has to buy the correct tool in order to turn off the diesel engine and win the game
- The correct tool is the one that can be utilized best in the current environmental setting. For example, the right tool for the windy environment is the wind turbine
- DAYSAM should have three different environments, sunny, windy, and rainy. Therefore, for each mood, the way the sky looks should be changed accordingly.
- The game level should be different every time the game starts anew.
- A different background sound should be played, matching each environmental mood.
- There is a river next to the house for hydro energy use. Thus, for the rainy environment, this river should be moving fast.
- The user should be able to click on the house door and move inside the house. When the user enters the house, six different rooms are shown, bedroom, girls’ room, boys’ room, kitchen, bathroom, and a living room.
- Every room should be clickable and provide some interaction.
- Clicking a room should zoom out the specific room, hiding the other rooms.
- Clicking on the screen outside the displayed room returns to the view with all of the rooms shown.
- Every room should have a clickable light.
- Clicking on the room light toggles it on/off.
- Clicking on the light is only enabled when the room is zoomed in
- The number of lit rooms is different each time the game starts.
- An engine is emitting smoke and stopping the smoking generator is the main challenge of the game.
- Turning off a room light will decrease the power consumption (and smoke amount). Turning a light on will increase power consumption and smoke amount.
- The number of lit rooms initially controls the smoke amount.
- A coin is given to the player each time she/he turns off the light.
- The number of possessed coins is displayed on top of the screen.
- When the user earns a coin, coins splash on the screen.
- On the side of the screen, the available renewable energy tools are shown.
- The player can buy any of the tools if she/he owns sufficient coins for its value. The value of the tool is earned by turning off all of the rooms.
- The player should be able to drag the tool and drop it anywhere on the ground. The hydropower station needs to be placed on the river.
- If the player places the wrong tool, it is returned, and the user should be able to buy another one.
- If the player buys the right tool and places it in the right place, engine smoke stops.
- When the user places the right tool, an indication should be used to show that the tool is working.
- When the engine smoke size stops, the player wins the round, and she/he should be able to start another round.
- A timer represented by a polar bear standing up on a piece of ice should be shown. As time passes, the ice sheet is shrinking, indicating a melting process. When the ice sheet is completely melted, time is over then the player loses this round.
3.2. DAYSAM Game Models Development
3.3. DAYSAM’s Animations
3.4. DAYSAM’s Particles
4. Testing Methods
5. Results
5.1. Pre-Testing Results
5.2. Pilot Test Results
5.3. Testing Campaign Results
6. Conclusions and Future Work
- In most cases, the test group showed better performance than the untreated group.
- The females exceeded males in all cases in both test and untreated groups. This may exaggerate the improvement rate when comparing the test and untreated groups.
- The proposed application did not affect the recognition of the Sun and Earth, while it slightly improved the recognition of the lighting lamp.
- The proposed application slightly improved the recognition of standalone, rooftop solar cells and wind turbines for male participants. For female participants, the improvement was more significant than with male participants.
- In general, the preschoolers’ initial awareness of renewable energy leaves room for improvement and makes a case for the proposed tool.
- Game environment and methodology should always be close to trending games to attract players more
- Quality of graphics plays a very important role in attracting players to educational games
- It might be better to develop special educational games for males and females considering their respective trending games
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Q | Research Question | Testing Sheet |
---|---|---|
1 | > Do preschoolers in Palestine recognize the standalone solar cell and color it blue? | 1,2 & 5 |
2 | > Do preschoolers in Palestine recognize the rooftop solar cell and color it blue? | 1 & 2 |
3 | > Do preschoolers in Palestine recognize the sun and color it yellow? | 1 & 5 |
4 | > Do preschoolers in Palestine recognize the earth and color it blue and green? | 5 |
5 | > Do preschoolers in Palestine recognize the wind turbine and color it white (no color)? | 3 &4 |
6 | > Do preschoolers in Palestine recognize the lighting lamp and color it yellow? | 4 |
Sample 1 | Sample 2 | Sample 3 | Sample 4 | Sample 5 | |
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Q1 Q2 Q3 | | | | | |
Q1 Q2 | | | | | |
Q3 Q5 | | | | | |
Q4 Q5 Q6 | | | | | |
Q1 Q3 Q4 | | | | | |
Sample 1 | Sample 2 | Sample 3 | Sample 4 | Sample 5 | |
---|---|---|---|---|---|
Q1 Q2 Q3 | | | | | |
Q1 Q2 | | | | | |
Q3 Q5 | | | | | |
Q4 Q5 Q6 | | | | | |
Q1 Q3 Q4 | | | | | |
Untreated Group (49%) | Test Group (51%) | |||
---|---|---|---|---|
Male (41.7%) | Female (58.3%) | Male (38.8%) | Female (62.2%) | |
Recognition of solar cell (standalone) | 22.5% | 33.4% | 27.6% | 57.1% |
Recognition of roof top solar cell | 21.3% | 20.4% | 31.6% | 52.3% |
Recognition of sun | 98.3% | 98.6% | 97.2% | 98.7% |
Recognition of earth | 98.6% | 98.2% | 92.1% | 93.4% |
Recognition of wind turbine | 13% | 15% | 21.3% | 33.1% |
Recognition of lighting lamp | 73% | 75% | 88% | 94% |
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Khatib, T.; Alwaneh, H.; Mabroukeh, W.; Abu-Ghalion, Y.; Abu-Gadi, F.; Assali, A.; Elmenreich, W.; Zarour, M. Development of DAYSAM: An Educational Smart Phone Game for Preschoolers to Increase Awareness of Renewable Energy. Sustainability 2021, 13, 433. https://doi.org/10.3390/su13010433
Khatib T, Alwaneh H, Mabroukeh W, Abu-Ghalion Y, Abu-Gadi F, Assali A, Elmenreich W, Zarour M. Development of DAYSAM: An Educational Smart Phone Game for Preschoolers to Increase Awareness of Renewable Energy. Sustainability. 2021; 13(1):433. https://doi.org/10.3390/su13010433
Chicago/Turabian StyleKhatib, Tamer, Haneen Alwaneh, Wajdi Mabroukeh, Yassmin Abu-Ghalion, Fatima Abu-Gadi, Aliaa Assali, Wilfried Elmenreich, and Muna Zarour. 2021. "Development of DAYSAM: An Educational Smart Phone Game for Preschoolers to Increase Awareness of Renewable Energy" Sustainability 13, no. 1: 433. https://doi.org/10.3390/su13010433
APA StyleKhatib, T., Alwaneh, H., Mabroukeh, W., Abu-Ghalion, Y., Abu-Gadi, F., Assali, A., Elmenreich, W., & Zarour, M. (2021). Development of DAYSAM: An Educational Smart Phone Game for Preschoolers to Increase Awareness of Renewable Energy. Sustainability, 13(1), 433. https://doi.org/10.3390/su13010433