英文摘要 |
In order to promote smoking prevention, a "3D VR interactive anti-smoking program" was developed. The program invited 73 eighth-grade students of a middle school to experience the VR. The experiencing program included an integration of classroom competitive activities and 3D VR games. Through learning experience, students were expected to learn related life skills by playing. After program experience, questionnaires was used to measure students' technology acceptance of the program and refusal smoking self-efficacy. Results: The average of technology acceptance was 4.36 to 4.56 points. The average of refusal smoking self-efficacy was 4.15 to 4.55 points. The average of self-confidence that can fight temptation, think positively, and refuse smoking was 4.15 to 4.55 points. Group differences were perform by independent sample t-tests between genders, whether parents smoke or not, and whether friends smoke or not. For the measure of I will try to refuse smoking according to the content of activities, boys’ scores were significantly higher than girls’. Comparing the group of friends with smoking, those who without smoking friends had significantly higher scores on I will continue to refuse smoking according to the content of activities. |