Educational Outcomes
The learning method used did not have a significant effect on the level of knowledge acquired in the post-test results. Both participants in the control group and the treatment group showed a significant improvement in knowledge about astronauts' health. The overall results showed a similar pretest to posttest gain in both groups. The control group scored a slightly higher average performance improvement (5.4) than the treatment group (5.2). The difference in performance improvement between the two groups was due to the different levels of knowledge participants had before taking the test.
Participants in the treatment group had more knowledge about the subject before taking the test, which resulted in a lower improvement compared to the control group who did not have previous knowledge about the subject. However, regardless of previous knowledge, participants from the two groups had the same results in their post-test. This shows that SpaceJam was effective in delivering the same information the text provided for the control group.
The results showed that text was easy to understand and effective in communicating information concerning astronauts' health. However, one of the interesting results from the control group was the participants did not experience any increase in knowledge after reading the text. The same participant reported that reading is a boring medium to learn, and was more interested in trying the game. Overall, participants preferred more visual representations of information such as educational games, videos, and infographics. Therefore, the unexciting nature of reading texts can have a negative effect on the learning outcomes of this medium.
Game Usability
Overall, SpaceJam was reported by participants to be fun, engaging, and enjoyable. Participants found that the different game rules motivated them to focus on what to collect and what to avoid in order to keep the astronaut in a healthy state. All participants loved the graphics in the game and found them to be effective in communicating different health requirements for astronauts.
However, a significant number of participants reported having problems with game feedback. The lack of score or timing features to indicate the state of the game confused participants about when the game was going to end and how they were doing. Additionally, many participants did not notice the health bar on the screen, due to its location on the lower left side of the screen.
Therefore, the health bar was replaced by a bigger health bar to make sure can see it while playing. Moreover, to give players more feedback on their actions while playing, a reaction sound was added when collecting the right elements, and the spaceship turned red when collecting the wrong elements. Additionally, a score count was added to the screen for players to get feedback on their overall performance while playing, and motivate players to replay the game and break their record. With this repetition, players are more likely to recall the information learned while playing, which will increase the overall learning outcomes.