| 英文摘要 |
In recent years, the proportion of adolescents using new types of tobacco products has been on the rise. School-based tobacco prevention programs are essential for effectively preventing youth from smoking. Educational research has found that game-based learning can enhance students' motivation and change their learning attitudes. Our team, in line with the holistic education spirit of the 12-year National Basic Education curriculum, has developed the ''Tobacco Refusal Monopoly Digital Board Game'' based on the principles of ''spontaneity,'' ''interaction,'' and ''common good.'' This educational material is set against the backdrop of an interstellar adventure. Groups of 4-6 students transform into justice-guarding space teams, resisting alien invaders and meteors symbolizing tobacco harm. The missions are presented through true/false and multiple-choice questions, as well as open-ended questions that encourage group discussion, creativity, and free expression. This approach aims to stimulate learning motivation, promote interaction with others, and foster a model effect through peer sharing. The ''Tobacco Refusal Monopoly Digital Board Game'' retains the competitive fun of traditional Monopoly while offering three main features: 1. Comprehensive situational packaging and diverse educational content. 2. Encouraging students to become active learners through educational games. 3. Immediate use with an easy-to-operate interface. It is linked to the health and physical education curriculum guidelines for grades 5-6 in elementary school and grades 7-9 in junior high school. The learning content addresses the introduction of addictive substances, their impact on individual physical and mental health, and their effects on family and society. It also integrates the ''Five Positive Strategies'' to provide methods for maintaining positive emotions and building positive interpersonal relationships, reinforced through peer sharing to strengthen students' positive psychology and distance them from addictive substances. The ''Tobacco-Free Monopoly Digital Board Game'' can be projected onto digital screens in classrooms or used on personal mobile devices, making it an interactive teaching material that health educators can easily apply in various settings. |